Ranked armor is a great idea, but I believe there is more room to grow making other types. I also suggest the introduction of specialty armors that focus on certain aspects of combat. Some suggestions are:
Ranked Armors (similar to sentinel but focused on other specific stat): Bionic Armor: increase strength bonus Marksman Armor: increase speed bonus Stealth Armor: increase dexterity bonus
Speciality armors (armors that specialize in a specific type of combat), could be tagged as gold quality gear:
Exoskeleton: chance to increase hand to hand accuracy and damage, increase critical chance and damage at the beginning of the fight. 1% Motivation chance, all stats increase (strength, defense, speed and dexterity), very light coverage and armor. Must have all pieces on to have bonuses. 1% chance of ko, automatic win. Can't use weapons.
Assassin Armor: killer, 1% chance for backstab, and apply bleeding and poison on successful hit. Chance for increased dexterity, speed and stealth bonus at the beginning of the fight, light armor. Bonus to poison damage. 1% chance to apply poison to melee weapons and bullets at the beginning of the fight. Small chance of ambush (going first while on defense) Must have all pieces on to have bonuses. Can only use light weapons (melee, secondary).
Mecha Armor: chance for increased damage, accuracy, critical chance and critical damage to heavy weapons and machine guns, give extra rd to Heavy weapons at the beginning of the fight. Heavy armor and coverage. 1% of indestructible , chance of no receiving any damage. Decreased dexterity and initiative. Can use only heavy weapons and machine guns. Must have all pieces on to be usable.
Hitman Armor: chance for increased accuracy, damage and stealth using rifles, pistols and small machine guns at the beginning of the turn. Small percentage of going first in defense while using those type of weapons. 1% chance of lethal shot (expose and deadeye at the same time). Medium armor and coverage. Must have all pieces for bonuses.
Warrior Armor: chance for increase accuracy, damage, critical chance, critical damage and stealth while using melee weapons at the beginning of the fight. Ultimate parry 1% of parrying any attack. Small chance of initiative while on defense using melee weapons. Light Armor and coverage. No bonuses for for weapons that are not melee. Must have all pieces for bonuses.
Cowboy Armor: chance of increase damage, accuracy, critical chance, critical damage with shotguns, revolvers, whips (and any other weaponry associated with cowboys) at the beginning of the fight. Small chance if initiative while on defense, when using the cowboys weapons. Gunslinger, 1% chance to get off a shot before the opponent when it's the opponent's turn with critical damage. Light Armor light coverage. No bonuses for other weaponry. Must have all pieces for bonuses.
Also, you could make hybrid armors that combine different attributes of other armors, but less effective. It will give more room to play certain builds, and more versatility for players to choose.
I know that we have the availability of setting different load outs, however sometimes 8s a drawback to change one load out for another. Merit hunting, missions, events among other things sometimes require the player to change to a load out that leaves him/her exposed defensively. This makes people think twice about pursuing certain merits, or do certain missions. Worse thing is forgetting to change one load out for another, either because the player was in a hurry, tired, etc. For these reasons is that i suggest the availability of a defensive load out that will be set for defensive battles.
A set load out for defense fights will let the player to not be left defenseless when it is forced or have to change load outs to fulfill parts of the game, allowing the player to enjoy the game to the fullest. I have experience where i am forced to do a mission with a weak load out, and be killed during the mission, and killed easily by players that should not have beaten me just because of the weak load out. It makes me think twice about doing those kind of missions, and forget about merits like doing certain number of attacks without armor. Even some events are made harder because if the change of load outs, like Halloween. And forget about using load outs with clothes that are not armor. I just think thst certain aspects of the game would be more practical and enjoyable with a set defense load out.
I am for banned, just for the risk it involves. If this game was only for adults, I would say fuck it, they are adults,they can make their own decisions, but this game is played by teenagers and kids. I would also recommend ti divide those from real money trading from those that are just for fun, but i think it would be too difficult.
But yeah leave actual games like raffles, give aways, among other games run by the community that are part of torn, and that doesn't involved real money trading out of it. Community games are part of the Torn experience, funded by Torn money and items.
Some would argue that the torn casino indirectly involves real money trading, which is true, but at least torn have put mechanics in place for the person to not abuse the casino, and it's part of Torn, every player knows the risk that is involved.
The wording of your proposed official wording is a happy medium in that dilemma. It only address those games or casinos outside Torn. By targeting them, you still protect in game casinos and community games.
Really, if this game was only adults, this would not be an issue. Each adult person is responsible for their actions. The problem is that kids play the game and those are not responsible for their actions, and can be abused, not counting that they are at an impressionable age to develop bad habits
Check and double check. It's not hard. It takes literally seconds to check and double check. I know the responsibility is big, but you must not have checked anything. Just pressed buttons automatically.
This kind of armor would be very expensive, and must have all pieces to be effective. I don't think over saturation will be a problem, and would give more options to players to personalize their characters for the end game. Most players would continue to use more common ranked gear.
Ranked armor is a great idea, but I believe there is more room to grow making other types. I also suggest the introduction of specialty armors that focus on certain aspects of combat. Some suggestions are:
Ranked Armors (similar to sentinel but focused on other specific stat): Bionic Armor: increase strength bonus Marksman Armor: increase speed bonus Stealth Armor: increase dexterity bonus
Speciality armors (armors that specialize in a specific type of combat), could be tagged as gold quality gear:
Exoskeleton: chance to increase hand to hand accuracy and damage, increase critical chance and damage at the beginning of the fight. 1% Motivation chance, all stats increase (strength, defense, speed and dexterity), very light coverage and armor. Must have all pieces on to have bonuses. 1% chance of ko, automatic win. Can't use weapons.
Assassin Armor: killer, 1% chance for backstab, and apply bleeding and poison on successful hit. Chance for increased dexterity, speed and stealth bonus at the beginning of the fight, light armor. Bonus to poison damage. 1% chance to apply poison to melee weapons and bullets at the beginning of the fight. Small chance of ambush (going first while on defense) Must have all pieces on to have bonuses. Can only use light weapons (melee, secondary).
Mecha Armor: chance for increased damage, accuracy, critical chance and critical damage to heavy weapons and machine guns, give extra rd to Heavy weapons at the beginning of the fight. Heavy armor and coverage. 1% of indestructible , chance of no receiving any damage. Decreased dexterity and initiative. Can use only heavy weapons and machine guns. Must have all pieces on to be usable.
Hitman Armor: chance for increased accuracy, damage and stealth using rifles, pistols and small machine guns at the beginning of the turn. Small percentage of going first in defense while using those type of weapons. 1% chance of lethal shot (expose and deadeye at the same time). Medium armor and coverage. Must have all pieces for bonuses.
Warrior Armor: chance for increase accuracy, damage, critical chance, critical damage and stealth while using melee weapons at the beginning of the fight. Ultimate parry 1% of parrying any attack. Small chance of initiative while on defense using melee weapons. Light Armor and coverage. No bonuses for for weapons that are not melee. Must have all pieces for bonuses.
Cowboy Armor: chance of increase damage, accuracy, critical chance, critical damage with shotguns, revolvers, whips (and any other weaponry associated with cowboys) at the beginning of the fight. Small chance if initiative while on defense, when using the cowboys weapons. Gunslinger, 1% chance to get off a shot before the opponent when it's the opponent's turn with critical damage. Light Armor light coverage. No bonuses for other weaponry. Must have all pieces for bonuses.
Also, you could make hybrid armors that combine different attributes of other armors, but less effective. It will give more room to play certain builds, and more versatility for players to choose.
I know that we have the availability of setting different load outs, however sometimes 8s a drawback to change one load out for another. Merit hunting, missions, events among other things sometimes require the player to change to a load out that leaves him/her exposed defensively. This makes people think twice about pursuing certain merits, or do certain missions. Worse thing is forgetting to change one load out for another, either because the player was in a hurry, tired, etc. For these reasons is that i suggest the availability of a defensive load out that will be set for defensive battles.
A set load out for defense fights will let the player to not be left defenseless when it is forced or have to change load outs to fulfill parts of the game, allowing the player to enjoy the game to the fullest. I have experience where i am forced to do a mission with a weak load out, and be killed during the mission, and killed easily by players that should not have beaten me just because of the weak load out. It makes me think twice about doing those kind of missions, and forget about merits like doing certain number of attacks without armor. Even some events are made harder because if the change of load outs, like Halloween. And forget about using load outs with clothes that are not armor. I just think thst certain aspects of the game would be more practical and enjoyable with a set defense load out.
About guesting, there could be a system put in place to prevent factions from accepting recruits during periods where they will be involved in ranked battles. As for raids, there could be a way to prevent factions from activating raids against a faction that's in old in a ranking war. I don't know well how the war ranking wars will work, or how different they will be from regular wars, so i don't know how much of that is possible. However, if the war ranking system will be separated from regular wars in order to be able to keep track, it should be possible to put certain restrictions that would not be implemented in regular wars.