hey all, just curious what the thoughts would be around adding a ticking war score mechanic to ranked wars.
for example, Faction 1 manages to hospitalized most of if not all of faction 2's members, Faction 1 then gets a five point a minute ticking war score. this would limit the "dragging on" feeling that factions experience once they dominate their opponents. could make it so anyone in "red" on the ranked war tab contributes to this unlock (hospitalized or traveling).
could even make this in another fashion, ie. faction 1 achieves more than X kills on faction 2 they unlock the ticking war score, war score goes neutral again if faction 2 is able to claw back (achieve enough kills to bring them under that trigger, whatever X is) and if they then achieve X kills over faction 1 they get the tickling war score enabled for them.
this would add (IMO) a very good "tug-of-war" mechanic to ranked warring. and with the ranked warring system being built around a tug-of-war point total I think it fits.
saw another post in suggestions that threw out the idea of reworking ranked war rewards to benefit faction members and it got me thinking, what if we had a system similar to the medal reward system in clash of clans? where participating members within a faction get medal rewards that can be spent on items/resource benefits in-game. this also includes the ability for leadership to award bonus medals to whomever they deem once the war is over (providing incentive for increased participation in wars).
my faction is nice enough that the ranked war rewards are commonly cashed in on and the benefits shared in such a fashion but adding in a back-end reward system, that even benefits the lowest stat participating members to some degree may make participating in said wars more enjoyable to the masses, especially the low stat masses.
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what about a "Chemistry" tree that has benefit blocks towards drugs or alchol consumption activitys (as those are probably the most promient activity in TORN at the moment)
and a "Physics" tree that influences certain actions taken when attacking/defending, better accuracy through grenade throws, better accuracy through guns, and such.
and maybe a "Co-op" tree that gives bonuses to job point spend actions? i have no idea how that would look but it would be neat to have some bonus applied to trains, JP spend, or even daily skill gain.
saw another post in suggestions that threw out the idea of reworking ranked war rewards to benefit faction members and it got me thinking, what if we had a system similar to the medal reward system in clash of clans? where participating members within a faction get medal rewards that can be spent on items/resource benefits in-game. this also includes the ability for leadership to award bonus medals to whomever they deem once the war is over (providing incentive for increased participation in wars).
my faction is nice enough that the ranked war rewards are commonly cashed in on and the benefits shared in such a fashion but adding in a back-end reward system, that even benefits the lowest stat participating members to some degree may make participating in said wars more enjoyable to the masses, especially the low stat masses.
hey all, just curious what the thoughts would be around adding a ticking war score mechanic to ranked wars.
for example, Faction 1 manages to hospitalized most of if not all of faction 2's members, Faction 1 then gets a five point a minute ticking war score. this would limit the "dragging on" feeling that factions experience once they dominate their opponents. could make it so anyone in "red" on the ranked war tab contributes to this unlock (hospitalized or traveling).
could even make this in another fashion, ie. faction 1 achieves more than X kills on faction 2 they unlock the ticking war score, war score goes neutral again if faction 2 is able to claw back (achieve enough kills to bring them under that trigger, whatever X is) and if they then achieve X kills over faction 1 they get the tickling war score enabled for them.
this would add (IMO) a very good "tug-of-war" mechanic to ranked warring. and with the ranked warring system being built around a tug-of-war point total I think it fits.
many people on here are talking about methods that you can develop years into torn. early on (read the first year of play) I found the optimal way to make lots of money was loss selling combined with plushie running. maxing out your e intake and getting 375k - 500k a loss each day leads to a bounty of cash influx rapidly that you then invest into stock blocks such as FHC or SYM which then starts the passive income build. a good target for passive income generation is around 4b, this is generally enough to get you to roughly 10m income passive per day. somewhere in there if you start buying trains and do as many arsons as humanly possible you will build yourself up to have enough stats to join a for-profit company such as a logistics or oil rig where they then pay you ~1.5m a day. doing the arsons leads to 60nnb which then allows you to join a PA team netting you multiple millions each successful PA.
to me, this seems to be the fastest route to "safe" passive income. but if your up for it you can yolo your cash on rr for a few rounds and end up much farther ahead than I am right now IMO.
TL:DR, sell losses, invest in high dividend stocks, pay for work stat trains, join logistics/oil rig when available. top off with PA team at 60nnb -> ? -> profit.