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Terriroty Updates

Started by Cheesinater [2145362] on in Suggestions.

3 replies · 41 views · thread synced · 15 days ago · View on torn.com
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Cheesinater [2145362]

Following on from the territory discussion in the forums: https://www.torn.com/forums.php#/p=threads&f=2&t=16490376&b=0&a=0

 

Territory overhaul or ideas:

Remove all tangible rewards from territories.
Change it to passives/perks.

 

Type Max Levels Bonus
Energy 5 +10 max energy per level.
Energy 1 Increased energy regeneration, say 10 energy regen is now 15 energy regen
Nerve 5 +5 max nerve
Nerve 2 +1 nerve regen
Crime xp 5 +4% Crime xp
Gym Gains 5 +2% Gym Gains
Gym Gains 5 +4% Strength Gains
Gym Gains 5 +4% Defence Gains
Gym Gains 5 +4% Dexterity Gains
Gym Gains 5 +4% Speed Gains
Life 5 +5% Max life
Life 5 +5% Life regen
Bust 5 +5% Bust chance
Working Stats 5 +10% working stats
Drug Addition 5 +10% drug addition reduction
Drug Addition 5 Increased additction removal each day
Crime Skill 5 Increased crime skill
OC 5 +5% OC success chance
OC 5 +5% Increased OC payout
Hospital 5 -5% Hospital times
Cooldown 5 +1h med cooldown
Cooldown 5 +6h booster cooldown
Cooldown 5 -3% drug cooldown, take drugs faster.

These are just some of the perks, the list of perks for Torn is very long, and I got bored part way through.

 

Items like Moonshine should be locked to the faction that they are generated in. They should have a buff applied to them +10 nerve per bottle, but unable to be given/sold.

 

Additional thought, why must rackets be always positive?

Them being positive is to try and coax other factions into fighting for it, but why cant they be negative?

If a racket spawned with a negative perk, say increased OD chance, then a faction may look to drop that territory, or move off of it and claim a territory from their neighbour. Other factions may pick it up to help with the cannabis OD chance. Negative perks could introduce some interesting play.

 

Add additional areas to make the map feel more like a city.
Slums, low respect but a slight increase of crime xp
Rich areas, higher life regen/gym gains
Muscle beach along the cost for more gym gains.

Using the jail and the hospital as an example:

[image: snipboard.io]

Red being increased bust chance.

Orange being an increased revive chance.

 

These should be permenant on the map. 
A real reason to try and fight into an area.

 

It should be active for a faction who has just 1 territory, or maybe it scales upto 5 territories. 
More territories = more rewards, but more chance someone might try and take one?

Having a territory pop up doesnt give a massive incentive to rush to it, it could disappear and in your place a new territory may pop up?

If its a permenant unlock then atleast you know it wont be gone by the time you have fought to get there.

 

Im not saying every territory needs to have a passive perk, just add some variety around the map. It'll help split the factions, have a revive area away from the rest of the faction family, it'll stop the top faction from being able to throw up walls to help the revive fac for example.

 

Moving around the map.

Warring from sector 7 into sector 1 makes sence in principle, but with all the alliances, its impossible to even get on the map without friends already on it.
Remove the restriction on starting a fight on the inner sectors, or allow territory movement on adjecent territories, to jump over the immediate territories bordering factions.

 

Map expansion

Expand the map to allow for other factions to join in, the territories was added years ago, since then alot of factions have been created.

It should be revised to allow more people factions to join in.

 

Game wide events

A riot has broken out in the areas of xyz, additional looting has been occuring. Your members have increased nerve to join in until the riots calm down. Random chances of being put in hosp or jailed for the factions in that territory.

Add in the ability for other factions outside that zone to either help stop the riot or fan it to spread?

 

Or a disgruntled citizen has activated a bomb at xyz, all members in the area have been evacuated from their homes. Losing happiness, those who stayed are hosped by the blast.

 

An NPC has been see in the area xyz, theres rumours that it'll spawn in 7-14 days.

Then that gives everyone notice to war to the area if needed to fight a unique 1 off boss fight?
Or for a passive effect over a set time, eg. additional scare score for trick or treat during halloween if xyz spawns.

 

If you give this thread a like, please bump it so that it remains at the top.

Mentions: Where Did Torn Go Wrong? A Veteran's Honest review

b1zon [2504699]

I have liked your comment in the other thread but reading the perks you're proposing here it's going to be simply game breaking. Consider the current politics and combine it with your ideas: a strong HoF family could take advantage of most of the passive perks you're suggesting all at once. Imagine a t5 energy next to a t5 energy regen next to a t5 gym gain next to a t5 drug cd and so on. While the idea of passive, faction locked rewards from rackets is good, simply switching the current rewards with passive rewards would be detrimental to the smaller guys, even more than now imo. A possible fix could be that, based on the amount of territories a faction holds (and in a specific area/pattern/whatever), certain faction perks unlock. They don't scale, you simply get a bonus. Then, based on activity on the map, maybe certain areas would be more high value, thus increasing the bonus, or decreasing due to low value. This would possibly help reduce the number of sub factions a HoF holds purely because from a rewards perspective it isn't worth keeping. 

Cheesinater [2145362]

The rackets would still spawn at the same rate that they currently do, so the rackets would be distributed thinly over the map.

Currently the system could spawn a money racket next to a money racket. Highly unlikely but I guess it could happen.

 

Code could be added to say dont spawn 2 energy rackets within 7 territories of each other to prevent it being overpowered, I understand that 7 territories is less than the 17 max, but could a faction stretch itself thin enough to reach it without someone else posing a threat?

 

The idea is to get fights to happen, if a faction could get multiple good territories, then this would spark another faction wanting to claim them.

Obviously the outcome of what the perks would do to the game would need reviewing heavily to find situations like you have described to avoid any broken perk stacks.

 

The proposal wouldnt allow a faction to have above the max stack for a faction. EG, if 2 rackets spawned with the same perk, say they were both level 2, then the faction could have 4/5 stacks. If they both went to level 3, then the faction would cap at 5 instead of 6.

 

I like the idea of some areas having higher value due to activity, could have a heat zone where as factions war more, the racket strength is more likely to rank up, and when its quiet then its more likely to rank down to level 1?