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zZWinterZz [3266597] Level 82 Hookers n Blow HnB pimp

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Suggestion - Pets/Companions · · 1 like

They would have an inventory slot and would range from small animals such as a Mouse to large animals such as an Elephant.

Benefits would be things like;
increased travel capacity more for larger pets less for smaller ones maybe with an accessory like a saddle bag kind of thing
attack and defend bonuses or maybe have them as an alternative weapon for large pets and smaller ones could serve as a distraction adding speed and dex
increased happiness because i don't know about you but i'm much happier with my dog around smiley
negatives would be things like;
increased travel cost as they would need to be paid for or option to leave them behind in the pound for a smaller fee
vet bills when they are injured which would work much like the hospital for players
feeding costs added to property upkeep
enclosure upgrades to properties for larger pets along with a handler staff upgrade adding to upkeep and removing pound restrictions

I think this would add more depth to the game and would give the long serving players something new to work on while giving the newer players a small boost to progression.

Overseas Safehouses · · 0 likes

The Problem: Travel is currently a chore that forces players to play around rigid timers.

  1. The Activity Trap: Players must be active at the exact second of landing to avoid muggers, punishing those with real-life distractions.

  2. The Timer Bottleneck: Players delay boarding while waiting for drug cooldowns or energy regeneration to avoid "wasting" time in the air especially when stacking.

  3. Logistical Risk: Carrying $20m+ to South Africa or Switzerland on every single flight is a high-anxiety task with no guarantee of success leading to many wasted journeys.

The Proposal: Introduce Overseas Safehouses permanent, tiered account upgrades for each travel destination.

  • The Safe: Allows players to store cash locally. Survive one "High-Stakes Landing" to deposit a large sum, and your future trips are stress-free. You carry $0 on the flight, withdrawing only what you need from the Safe once you are available to play so you only need to plan your initial deposit trip the rest can be less constrained.

  • The Stash: Pack meds/boosters in Torn and unload them into your Stash upon landing. This clears your suitcase slots, allowing you to buy a full load of local items (Xanax/Plushies) for the return trip while still having access to your imported supplies.

  • Cooldowns: Board a plane while on a drug cooldown. You arrive with a xanax in your suitcase to take when you land.

  • Maintenance Gyms: Tier 2+ safehouses could include basic gyms. While gains are significantly lower than Torn gyms (e.g. 50% less), they provide an energy sink for players waiting for restocks.

  • Wars/chains: this can also add some strategy and depth to warring allowing teams to hold overseas locations with some items to allow healing and boosting forcing enemy teams to travel around as well

Risk vs. Reward:

The Reward: Successful players are rewarded for their initial "High stakes" flight. Once the safe is funded, the repetitive stress of carrying large wallets on every flight is removed. You gain the ability to manage your timers and inventory abroad without having to watch timers every time you travel.

The Risk: This does not remove mugging; it evolves it.

  1. Whale Hunting: Because players will want to fund their safes in one go, the "initial deposit" flights become massive targets for muggers the potential score is much higher than a standard plushie run.

  2. The Restock Stakeout: Predators can track player activity. Since players must eventually buy from the shops, muggers can time their attacks based on shop replenishments and observed player activity.

The Investment:

  • Upfront Cost: starting at $10,000,000 (matching Large Suitcase progression).

  • Upgrade Scaling: Costs increase for high-value destinations like South Africa and Switzerland.

Looking for a chill faction · · 0 likes

Hi all, 18 days into torn and enjoying it so far so looking to get in with a faction. only lvl 15 right now but active, i work from home so can be online alot. Atm im just traveling, flipping items doing crimes and gym training so im mainly looking for a faction that doesnt take it too seriously and is here for a laugh while showing me the ropes.

Recent archived posts

Overseas Safehouses ·

I understand what you are saying but 15 seconds is not a long time if you are at work or caring for a child or whatever else real life throws at you this change would actually benefit muggers and normal players at the same time as players would be potentially carrying larger amounts of cash and also muggers would be able to replenish their energy and stake out high value areas such as SA watching xanax replens ready to pounce. having a small overseas item stash would also be good if you are mugged or even hospitalised allowing you to med out and return to torn as this is a real problem if you have limited time you can end up stuck abroad for hours.

 

 

Overseas Safehouses ·

The Problem: Travel is currently a chore that forces players to play around rigid timers.

  1. The Activity Trap: Players must be active at the exact second of landing to avoid muggers, punishing those with real-life distractions.

  2. The Timer Bottleneck: Players delay boarding while waiting for drug cooldowns or energy regeneration to avoid "wasting" time in the air especially when stacking.

  3. Logistical Risk: Carrying $20m+ to South Africa or Switzerland on every single flight is a high-anxiety task with no guarantee of success leading to many wasted journeys.

The Proposal: Introduce Overseas Safehouses permanent, tiered account upgrades for each travel destination.

  • The Safe: Allows players to store cash locally. Survive one "High-Stakes Landing" to deposit a large sum, and your future trips are stress-free. You carry $0 on the flight, withdrawing only what you need from the Safe once you are available to play so you only need to plan your initial deposit trip the rest can be less constrained.

  • The Stash: Pack meds/boosters in Torn and unload them into your Stash upon landing. This clears your suitcase slots, allowing you to buy a full load of local items (Xanax/Plushies) for the return trip while still having access to your imported supplies.

  • Cooldowns: Board a plane while on a drug cooldown. You arrive with a xanax in your suitcase to take when you land.

  • Maintenance Gyms: Tier 2+ safehouses could include basic gyms. While gains are significantly lower than Torn gyms (e.g. 50% less), they provide an energy sink for players waiting for restocks.

  • Wars/chains: this can also add some strategy and depth to warring allowing teams to hold overseas locations with some items to allow healing and boosting forcing enemy teams to travel around as well

Risk vs. Reward:

The Reward: Successful players are rewarded for their initial "High stakes" flight. Once the safe is funded, the repetitive stress of carrying large wallets on every flight is removed. You gain the ability to manage your timers and inventory abroad without having to watch timers every time you travel.

The Risk: This does not remove mugging; it evolves it.

  1. Whale Hunting: Because players will want to fund their safes in one go, the "initial deposit" flights become massive targets for muggers the potential score is much higher than a standard plushie run.

  2. The Restock Stakeout: Predators can track player activity. Since players must eventually buy from the shops, muggers can time their attacks based on shop replenishments and observed player activity.

The Investment:

  • Upfront Cost: starting at $10,000,000 (matching Large Suitcase progression).

  • Upgrade Scaling: Costs increase for high-value destinations like South Africa and Switzerland.

Suggestion - Pets/Companions · · 1 like

They would have an inventory slot and would range from small animals such as a Mouse to large animals such as an Elephant.

Benefits would be things like;
increased travel capacity more for larger pets less for smaller ones maybe with an accessory like a saddle bag kind of thing
attack and defend bonuses or maybe have them as an alternative weapon for large pets and smaller ones could serve as a distraction adding speed and dex
increased happiness because i don't know about you but i'm much happier with my dog around smiley
negatives would be things like;
increased travel cost as they would need to be paid for or option to leave them behind in the pound for a smaller fee
vet bills when they are injured which would work much like the hospital for players
feeding costs added to property upkeep
enclosure upgrades to properties for larger pets along with a handler staff upgrade adding to upkeep and removing pound restrictions

I think this would add more depth to the game and would give the long serving players something new to work on while giving the newer players a small boost to progression.

Looking for a chill faction ·

I saw your post.....I can be quite crude

Looking for a chill faction ·

Hi all, 18 days into torn and enjoying it so far so looking to get in with a faction. only lvl 15 right now but active, i work from home so can be online alot. Atm im just traveling, flipping items doing crimes and gym training so im mainly looking for a faction that doesnt take it too seriously and is here for a laugh while showing me the ropes.