Skip to content
TORNLIFE More

Annual reset of territories

Started by goodfriend [2800561] on in Suggestions.

30 replies · 662 views · thread synced · 3 days ago · View on torn.com

Posts archived: 31 / 31 posts (100%) · the total is Torn's reply count + the opening post at the last fetch

nex [2054500]

A relatively simple suggestion that reached 250 thumbs in three days, a bunch of follow up suggestions that would take literal years to implement and then it turned into a trader review thread for some reason?

 

[image: en.meming.world]

Chedburn [1] Admin Developer

I'm not too pleased with the idea of reducing territory warfare into a trivial free-for-all minigame. Even the original release of territories was very carefully phased to ensure a gradual and fair distribution.

 

I would rather we look at the core issues, such as using fake wars to prevent other factions from taking the territory, and trying to convince factions to choose war over diplomacy - which is easier said than done. I have some ideas, but they're effectively major rebuilds. As with ranked warring, any such update just shakes everything up temporarily. We can’t control where the meta lands once the dust settles, nor can we force the community to use a feature the way we intend - so we may just end up back at square one after the novelty has worn off.

Pops [1025410]

it always amazes me how you know the problem yet don't or won't tackle it. it doesn't even need a major overhaul, it just needs minor elements tweaking that could be developed in a few hours. 

 

something like:

remove NAP ability on walls which haven't spent more than {member_count} x 500 energy x {days of wall existence}. this would effectively cause fake walls to end at known times. 

 

every tile which has been affected by ^ each subsequent fake wall has half duration. so 3 days > 1.5 days > 0.75 days > 0.325 days. This is bound to the tile, not to faction.

 

 

do something is better than doing nothing.

 

Pops [1025410]

I've long since stopped caring. Ched doesn't even listen to his own committee, nevermind players who are in positions to give good feedback on the issues and how to fix them. 

 

It always has been and likely always will be the case that

[image: y.yarn.co]

MightyGoober [812478]
  1. Multiple faction attackers per wall. First to win the timer gets the TT. This will also allow inside hits, etc.
    [fake wars, solved]
  2. Racket items are what caused the current meta. The ONLY reason the HOF cares about who sits where, is to control the flow of rackets and extortion. If you made the rewards untradeable, (+3% gym gains, +10% alcohol , etc) then people would fight for them, without controlling or caring about the actions of an entire mega alliance. You still might help your friend/sub faction, but not 25 other factions.
    [stale map fixed]



    I should be on the committee
DefilingDemon [700846]

How about instead of a hard reset, Perimeter territories belonging to a faction, or a %age of them get 'raided by torns police force and reclaimed by the city"

 

For 12h the faction that did own the territory can't make a move against it while it's under "police control" other factions however can.

This would mean if the "owning" faction wants it back they have to fight for it, either PvP or PvC

 

It would also mean dead territory owned by factions that have since dropped in activity or ability to fight make way for those who can

Penetration [2340613]

2. This has been said again and again. It remains perhaps thr simplest solution. 

 

 

# 1 Would require some rebuild but I don't see why multiple factions shouldn't be able to target a territory that they are in range of. This doesn't just solve fake walls, it drastically improves the war and strategy experience. 

 

Imagine being a HoF faction holding prime real estate but it's being attacked by 2 of the strongest factions in the game at once, or at least 2 of the faction family. This would change strategy dramatically in a large scale war. Factions could even error and the "wrong one" could end up winning.

 

It would also promote tucking in your faction and faction family, so no one else is on critical borders. 

 

There's probably more overhaul on this idea than I realize, but #1 - why hasn't this been implemented yet?

goodfriend [2800561]
  1. This game has OC2.0. Crime 2.0, why not let it have Territory 2.0?
    Sometimes change is not necessarily a bad thing ~ it will add some fun
    We need some fun to be more interested in playing and more willing to spend money to buy Blue Star membership.
    When a game becomes unchanged, it loses its game attractiveness. This is the same for many games.