Page 1 of 14

Revised Turf System

Posted: April 6th, 2015, 3:40 pm
by woot
Turf System - Revised
Update 06042015
Past situation
Previously, taking over turfs has been way too easy, and essentially boring if no enemies would appear. Just sitting around for 5 minutes doing nothing or just hiding. In order to overcome this, increase the value of turfs and making it harder to obtain turfs, the turf system has been changed.

How does it work?
As of the latest update (06042015), obtaining turfs has been changed. Instead of standing around, you have to move around. To take over a turf, you still need 5 members. The more members you have, the faster you will obtain a turf.

You no longer need to stand around closely next to each other but you only have to be in the turf.

To initiate a turf takeover, one person of the faction has to use the command /turf and then select Initiate takeover.
If there are at least 5 faction members in this turf, the turf takeover will begin.

There are always at least 25 checkpoints to visit. In case there are 5 members in this turf takeover, every member will have to visit 5 checkpoints. You always have exactly 45 seconds to visit the checkpoint - else the takeover will fail. Even if just one member fails to visit the checkpoint in time, the takeover will fail too.

The more businesses there are in a turf, the more it is worth, thus the more checkpoints you need to visit. If there are 20 businesses in the turf, you will need to visit a total of 25 + 20 checkpoints. That's 45 checkpoints for 5 players, meaning every player needs to visit 9 checkpoints and always has 45 seconds to do so.

Practical examples
Corleone wants to take over the Mall turf. The Mall turf has a lot of businesses, 32 to be exact. The base is 25 checkpoints, plus 32 checkpoints because there are 32 businesses. There are 57 checkpoints to visit in total.

Because Corleone is clever, they have brought 11 members into the turf to help.
This result is that every member only has to visit 57 / 11 = 6 checkpoints.

If all of the 11 members manage to go through the 6 checkpoints in 6*45 = 270 seconds (4.5 minutes), the turf takeover will succeed.

Corleone has this this unlucky member called Michael Corleone, the current turf owners saw him visiting various businesses; thus he has been shot down by the enemy - which results in Michael failing to visit his checkpoint within the 45 second mark. The turf takeover has failed because only one out of the 11 members failed to visit their turf.

Hint
In some cases it might be smarter to use a smaller amount of members in a turf takeover rather than many. This reduces the risk of being killed and the takeover failing. The disadvantage of this is that the few members have to visit much more checkpoints.

It's up to you what you think is the more clever approach.

Re: Revised Turf System

Posted: April 6th, 2015, 3:40 pm
by woot
Full changelog:

Additions:
- Added a /turf command which allows you to see info about the current turf
-- /turf allows you to see the current turf info and a list of all businesses and houses.
--- The net $ worth displayed of a turf is the total tax they would pay to you (potential gain if all businesses would unload)
-- /turf also allows you to see the current most represented factions by the amount of bizes & houses in this turf
- Checkpoint management: You can now easily manage your current active checkpoints with /mycp (/em and /bk excluded)
- All taxi drivers are now notified if a call has been accepted by a taxi driver
- Added a hydraulics workshop businesses (/car hydraulics)
- Admin: Added /tp unused

Changes:
- Businesses may now only be robbed every 12 hours rather than the previous 6 hours
- Turfs may now be taken over even if the opposing faction has only 1 online member
- Increased the "cant taze during gunfight" to 7 seconds.
- Minimimum taxi fare is now $5/second
- Rewritten the house furnituring system, should be easier to use now
- You can now have up to 75 furniture objects, premium members 150.

Fixes:
- Disabled possibility to c-bug with tazer (silenced pistol)
- /buy not working at the job vehicle dealership
- Moneybags not dropped in the correct interior/virtual world
- Randomly respawning when /sub'ing to a race
- You can no longer just spam Y/N at the buy metal place

Re: Revised Turf System

Posted: April 6th, 2015, 3:40 pm
by woot
This update will go live today at 16:30.

Re: Revised Turf System

Posted: April 6th, 2015, 3:43 pm
by P4kit0
wtfffffffffff

tom & jerry????

Re: Revised Turf System

Posted: April 6th, 2015, 3:44 pm
by Rami
Nice..

Re: Revised Turf System

Posted: April 6th, 2015, 3:44 pm
by Snoozy
Nice idea.

Re: Revised Turf System

Posted: April 6th, 2015, 3:44 pm
by INVINCIBLE
nice, i like it

Re: Revised Turf System

Posted: April 6th, 2015, 3:45 pm
by Ketaaa
Good system to avoid hiding to take turf and surfing a plane etc

Re: Revised Turf System

Posted: April 6th, 2015, 3:47 pm
by K3
Wohooo. Hydraulics business.
No more "PLS PIMP". Yaaaa.

Re: Revised Turf System

Posted: April 6th, 2015, 3:47 pm
by jek
nice this will be easy

Re: Revised Turf System

Posted: April 6th, 2015, 3:49 pm
by P4kit0
5 guys, random skins, names off, alone driving around... How can be found by opposite faction other than using nametag?

This may lead to
"Oh, that guy is driving an nrg"
** PRAA PRAA PRAA **
** Random civilian shot down **
((reply on forum for dm))

Re: Revised Turf System

Posted: April 6th, 2015, 3:51 pm
by Pixel
noice

Re: Revised Turf System

Posted: April 6th, 2015, 3:51 pm
by Benjamin
Please add new fucking house furniture objects, it's such a shit system at the moment there are like 100 objects only.

Re: Revised Turf System

Posted: April 6th, 2015, 3:53 pm
by Luigi Tattaglia
How is someone supposed to stay alive while going solo into businesses? Everyone will camp outside businesses and kill, thus easily keeping their turf. This makes it virtually impossible to take a turf, because seven people have to enter businesses while thirty others already wait at the businesses to easily kill them off and win the fight.

Another issue are the reports; how do we know who to shoot when a turftakeover is initiated, especially if they use a non-reserved skin to take the turf? How do you even find out who the enemy is if they've got name off.

Re: Revised Turf System

Posted: April 6th, 2015, 3:53 pm
by BUTCHER
Nice.

Re: Revised Turf System

Posted: April 6th, 2015, 3:55 pm
by Ethan Hunt
Well something new at least GG
Corleone has this this unlucky member called Michael Corleone, the current turf owners saw him visiting various businesses; thus he has been shot down by the enemy - which results in Michael failing to visit his checkpoint within the 45 second mark. The turf takeover has failed because only one out of the 11 members failed to visit their turf.
This tho hahahhaha

Re: Revised Turf System

Posted: April 6th, 2015, 3:57 pm
by ahsugar
g a y

Re: Revised Turf System

Posted: April 6th, 2015, 3:57 pm
by M0stafa
BUTCHER wrote:Nice.

Re: Revised Turf System

Posted: April 6th, 2015, 3:59 pm
by Aldo
Luigi Tattaglia wrote:How is someone supposed to stay alive while going solo into businesses? Everyone will camp outside businesses and kill, thus easily keeping their turf. This makes it virtually impossible to take a turf, because seven people have to enter businesses while thirty others already wait at the businesses to easily kill them off and win the fight.

Another issue are the reports; how do we know who to shoot when a turftakeover is initiated, especially if they use a non-reserved skin to take the turf? How do you even find out who the enemy is if they've got name off.
answer wooter !

Re: Revised Turf System

Posted: April 6th, 2015, 3:59 pm
by Luigi Tattaglia
Everyone should be forced to use reserved skins during turftakeovers to avoid useless reports, otherwise everyone inside the turf becomes a legitimate target as you can't make up who is going for a biz or not.

Re: Revised Turf System

Posted: April 6th, 2015, 4:00 pm
by S3if
Jedi wrote:
BUTCHER wrote:Nice.

Re: Revised Turf System

Posted: April 6th, 2015, 4:01 pm
by Andre
P4kit0 wrote:wtfffffffffff

tom & jerry????

Re: Revised Turf System

Posted: April 6th, 2015, 4:01 pm
by Abnormal
This is cool, adds more realism in my opinion.

Re: Revised Turf System

Posted: April 6th, 2015, 4:02 pm
by Luigi Tattaglia
What about notoriety? Since its virtually impossible to take turf now, there shouldn't be any.

Re: Revised Turf System

Posted: April 6th, 2015, 4:03 pm
by Aesthetic Guy
woot wrote: Practical examples
Corleone wants to take over the Mall turf. The Mall turf has a lot of businesses, 32 to be exact. The base is 25 checkpoints, plus 32 checkpoints because there are 32 businesses. There are 57 checkpoints to visit in total.

Because Corleone is clever, they have brought 11 members into the turf to help.
This result is that every member only has to visit 57 / 11 = 6 checkpoints.

If all of the 11 members manage to go through the 6 checkpoints in 6*45 = 270 seconds (4.5 minutes), the turf takeover will succeed.

Corleone has this this unlucky member called Michael Corleone, the current turf owners saw him visiting various businesses; thus he has been shot down by the enemy - which results in Michael failing to visit his checkpoint within the 45 second mark. The turf takeover has failed because only one out of the 11 members failed to visit their turf.
Why use Corleone as example? Why not Tattaglia? Is biased?

Re: Revised Turf System

Posted: April 6th, 2015, 4:04 pm
by ahsugar
Luigi Tattaglia wrote:What about notoriety? Since its virtually impossible to take turf now, there shouldn't be any.
lol dude its just gonna be like sf rumble now

just get people online at night then take enemy turf

Re: Revised Turf System

Posted: April 6th, 2015, 4:06 pm
by Psykick
Looks good in the words.
Let's check this IG.

Re: Revised Turf System

Posted: April 6th, 2015, 4:08 pm
by Luigi Tattaglia
Andrew wrote:
Luigi Tattaglia wrote:What about notoriety? Since its virtually impossible to take turf now, there shouldn't be any.
lol dude its just gonna be like sf rumble now

just get people online at night then take enemy turf
wait till you shoot some player whos randomly strollin around your turf that is bein taken

Re: Revised Turf System

Posted: April 6th, 2015, 4:10 pm
by P4kit0
Lets see how it goes IG. I'll give it a chance before rushing to a public opinion.

Re: Revised Turf System

Posted: April 6th, 2015, 4:11 pm
by Luigi Tattaglia
P4kit0 wrote:Lets see how it goes IG. I'll give it a chance before rushing to a public opinion.
you don't need your fortune cookie, all you need is Luger