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