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Small changes - Massive outcome

Started by D3vl [710249] on in General Discussion.

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D3vl [710249]

[image: snipboard.io]

 

 

Territory Warring - a Incentive to fight.

 

I want to bring up something I've been thinking about for a while regarding Territory Warring, Raiding and the way faction politics currently work in Torn.

 

This isn't about making Territory Wars easier, nor is it about preventing alliances from working together. Alliances are part of Torn and always will be. And people who knows me, knows where I stand in regards to alliances.

 

The question is whether the current mechanics actually encourage factions to fight each other — or encourage them not to.

 

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Remove Raiding.

 

Raiding is probably one of the least used forms of faction warfare in Torn, and I think there's a reason for that.

There is very little positive value in actually starting one. And Torn has evolved away from this type of warfare over the years.

 

You don't raid another faction to gain territory. You don't raid them for Ranked War rewards. You don't gain respect from the attacks. The entire mechanic is fundamentally destructive — you sacrifice your own potential respect gains in order to remove more of somebody else's respect. Whats the point, if this can be exploited to pin down areas on the map and make a stalemate kind of warring environment among factions. No movements, no nothing and people now complain about a boring warless Torn City.

 

So what purpose does Raiding realistically serve today?

 

Most of the time, its biggest value isn't actually using it. It's the threat of using it. And I believe this has an unintended negative effect on Territory Warring simply because Alliances can use it to avoid 1 solo strong faction or smaller alliances from assaulting their territories.

 

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Territory Warring should create conflict and content.

 

Territories are one of the few faction systems where there is something physical on the map that factions can actually fight over, that should naturally create conflict. Faction A owns something Faction B wants, Faction B assaults it and Faction A defends it.

 

Maybe Faction A's allies help them. Maybe Faction B brings allies of their own. Faction B wins the territory.
Faction A retaliates by attacking one of Faction B's territories and so on.

 

Suddenly you have rivalry, politics, alliances and actual wars developing naturally. That is the content right.

 

But Raiding gives alliances another option.

Instead of responding through Territory Warring, a sufficiently powerful alliance can effectively make the consequence of attacking the faction much larger than the Territory War itself. (See back to when HT got attacked by nameless alliances and NS interfered or when Monarch Punished Damaged INC with a raid for something they did during a Territory war).

 

The question for a smaller faction or smaller alliance therefore stops being:

 

"Can we take this territory?" --> "What happens to us afterwards if we take this territory?" or "What happens to us afterwards if we fail?".

That distinction matters. The threat can be stronger than the mechanic itself. This is where I think Raiding hurts Territory Warring despite raids themselves being relatively uncommon. A mechanic doesn't have to be frequently used to influence player behaviour or in this case faction behavior.

 

If attacking the wrong territory risks escalating into several factions raiding you, then the rational choice for many factions is simply not to attack. So instead of creating conflict, the system can reinforce the existing status quo. Large alliances control areas of the map. Smaller factions understand the potential consequences of challenging them. 

 

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What happens if Raiding disappears?

 

This is where I think the interesting part starts. Removing Raiding does not remove retaliation, It changes how retaliation happens.

 

"You took our territory?" --> "Fine, We'll take yours."

"Your allies helped you!" --> "Fine. Our allies will help us."

"You pushed into our part of the map! We'll push back into yours."

 

Suddenly the most effective way of settling faction disputes becomes fighting over territory.

And isn't that exactly what Territory Warring should be designed to achieve?

 

Instead we have: Territory attack → Raid threat → Don't attack again.

 

You create: Territory attack → Retaliation → Counterattack → Escalation → Rivalries → More Territory Wars.

 

This doesn't remove alliance power or alliances in general. They could coordinate walls, reinforce each other, control strategically important territories and retaliate against factions attacking their members by dropping chain bonus hits on their factions. Nothing prevents that.

 

But instead of having a separate destructive mechanic hanging over everyone, alliances would have to exercise more of that power through the territory system itself. It creates more contested territories, It gives alliances reasons to attack each other.
It gives independent factions more reason to take risks and attack bigger alliances.
And most importantly, it gives the City Map a reason to actually change. Even if current Territory warring with fake walls are as they are.

 

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IB as an example.

 

I'll use my own faction IB as a example, because obviously I can only speak confidently about our own decisions.

We're willing to fight factions significantly larger than ourselves, We're willing to lose. We will adapt, evolve and come back again.

For us, losing a Territory War isn't necessarily a problem. That's part of the game.

 

What changes the calculation is when attacking one faction potentially means dealing with retaliation from an entire alliance or the strongest faction in game through a completely separate destructive mechanic. And specially if it means to attack the very top and force them to work for their Rackets and Territories, win or lose.

 

Without Raiding, I'd personally be far more willing to look at the map and think:

 

"Fuck it. Let's attack them and see how they react and if they fight back."

And I suspect we're not the only faction that would think this way. The funny thing is that removing a war mechanic could potentially result in more actual wars, even with the fake walls and such being a big problem (this could very well be sorted out in the future).

 

Raiding had a purpose — but does it still improve Torn in a positive and content creating way?

 

When Raiding was originally introduced, it was explicitly designed as Torn's destructive form of warfare. The concept was that factions could seriously damage another faction's respect, potentially even destroying it.

 

And mechanically that's still basically what it is today. Torn's official wiki describes Raiding as purely destructive, So perhaps the question shouldn't be whether Raiding technically works as intended.

It clearly does.

 

The better question is: Does having this mechanic produce better faction warring gameplay today?

 

Because if a rarely used destructive mechanic indirectly discourages factions from engaging with a system that could generate considerably more wars, politics and player-driven content, perhaps Torn would benefit more without it?

 

 

 

 

 

 

Ben_Hagen [2966467]

TL;DR:

Raiding was designed as a destructive warfare mechanic, and it still works that way. But if Raiding discourages factions from starting territory wars because they fear retaliation, removing it could actually lead to more wars, politics, and player-driven content.

true [2752635]

I think the main issue with territories, aside from the alliance system of course, is that the rewards are very linear and centered. 

 

What I mean is, most of the good rackets spawn close to S1/S2 if I'm remembering right, and the respect gets better towards the centre anyway

 

So factions are reaping the best rewards without having to give up on anything, it's a Win all Lose nothing system, which is why we have the gridlock we currently have

 

Unless you have to give up on a good reward to obtain another good reward, you will always have the big factions sitting on the best spots to never leave, because there's no reason to - and you can't even blame them really, they're just using the mechanics the game provided

 

I agree we need a whole territory map overhaul asap

Ben_Hagen [2966467]

To be honest, I read this post more as a consultation on an idea and an opening for discussion. Quite literally stated in the poll and the last paragraphs too:

 

The better question is: Does having this mechanic produce better faction warring gameplay today?

 

Because if a rarely used destructive mechanic indirectly discourages factions from engaging with a system that could generate considerably more wars, politics and player-driven content, perhaps Torn would benefit more without it?

 

Personally I am curious to see GD's thoughts on this before it's moved to the graveyard SG.

Viciously_Grim [2752611]

Ah yes let me threaten the territory of the random Silver faction that broke terms lmao

 

Rich people problems

 

Marches' website shows about 250 to 280 allied factions with territory, and says another 70 not allied have land (sitting on allied land though lol). So maybe a total of 320 to 350 factions even have territory? Definitely a priority fix. Urgent even. 

 

https://torn.marches.cafe/#/faction/alliances/tables/alliances

IditarodGuy [2675976]

If getting knocked out to sector 7 was the worst consequence of starting a territory war, I'd totally be down for trying more shit.

 

P.S. Upvote for GD 

Solaris [459981]

Scrolling through the raids in the faction warfare page, the vast majority of raids are for small amounts of respect compared to what you can make from a chain or ranked war. It looks like its mostly useless, but it can certainly work as a threat to territory war so I feel like removing it would probably be a positive thing overall. 

Grimweld [3860190]

Peanut gallery thoughts:  Removing raiding leaves dirty bombs as the only effective (though expensive) means of removing respect from the game.

 

Others may have a better suggestion to replace raiding as a respect sink but the initial thought that came to my mind was to give each faction the option to "raid" respect during rank wars and territory wars.  A faction could toggle this on or off with the default being off and wars operating like they are today.  It would only apply to attacks made by your faction during a war (the other faction does not need to reciprocate destruction and may instead want to gain respect like normal).

Zapi [2414001]

What if every tt war loses respect?

 

Artificial wars go bye bye

 

If others are afraid of raiding put raiding into the war, the longer they fight the higher the values, the closer to the center the higher respect taken.

 

RW is only winning something and people do it for profit, but also negotiate for profit.

 

TTs should be you only chip respect and if you win you get a good TT with enough ROI to make up for the war and respect lost

Mr-Chuckles [2868555]

Make territories cost a respect tick that increases the more territories you carry and if people attack you it goes up even more as a result of the need to cow/impress the citizens in the area and keep the Torn police looking the other way.

 

Maybe a respect bar that needs to be maintained and throttles the amount of respect it costs, like company effectiveness. Dropping territories should cause massive negatives like that fella from GTA San Andreas suddenly appears and calls your faction "Bustas" cos you ran out rather than do a SHAT and laugh in the face of adversity.

 

Its unrealistic to expect big factions and their associates wont racketeer territory, but it should have some friction so that its not just a pure money printing operation.

 

I would say the same for RW, how it should just be a money tree, but thats a different time and place.

 

 

-HellHound- [1580868]

There was a discussion once that went along the lines of wiping the map every x period of time. Let's say every 6 months, or the first dirty bomb after a long time, so there was a chance of independent factions entering the map in a land grab even before the bounty of daily respect, and the chance of a racket, was considered in the quest to sit on map tiles - the idea was quashed like so many other good ideas the community brings to the table. 

 

So now we have a dull status quo that has evolved regarding the map, with termed RW "respect farming" being the only thing happening in Torn.

 

I support constructive discussion D3, and you highlight "Raiding" as a stale part of the game, which I have to agree with.