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Extra Defense Started by: LucaRossi on May 25, '16 17:32

My suggestion is pretty simple. 

Because the bg cap won't be raised, I suggest that for those who are at 60 units and are at the max rank of either Don or Godfather, be given a defense boost for every extra 5 units they earn. So if I'm a Godfather and hit 65 units, I earn an extra 1% that my assailant will wackback/fail. And this will continue in tiers for every 5 units. I mentioned Don as well because some people will have these units at Don while working under a Godfather.

I think there needs to be an incentive/bonus for those who continue to put in the work. There isn't anything else to gain after you hit the 60 units beside the extra drug unit.

Thoughts?

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There have been many many suggestions concerning altering the way defense is calculated (or small additions, like this one), and generally things won't change without overwhelming user support. In fact, I don't think there have been any changes to attack, defense, or BGs for years (except for the defense answer buff a while back).

That being said, I don't see a reason why those at the top need to be innately harder to kill. Though this is in keeping with the work invested vs. work invested ideology that dominates the MR combat system, I don't see a real benefit to the game. Put simply, how does this make the game better? 

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This isn't something that'll make the game better.

This is more of an incentive to those who continue to do jails/rank and so on. I realize the game isn't going to go over a major make over with raising the bg cap or anything, but I wanted to suggest something that may entice the continued drug unit chasing and also may even promote the use of defense answers. While the game has a few answer sets leaning towards one heavily skilled ability, there are really only two that people use. Honestly, its really just one outweighs the other. 

Also, this isn't necessarily going to make the strongest accounts stronger. I suggest a 1% extra wb chance. I don't think its very much especially since I think the highest drug to date is I think 70. If you go by the tiers I suggested... 

I just thought this was a simple suggestion to look at. 

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I think that this could be a good incentive system. 

 

That being said, I don't see a reason why those at the top need to be innately harder to kill.

I think there is from a realism standpoint. The reality is that a thug on the street is going to be easier to kill than a Don or Godfather who is going to be insulated by his crew.  

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The reality is that a thug on the street is going to be easier to kill than a Don or Godfather who is going to be insulated by his crew.  

This is already in the game in the form of every single defense system in the game. Ranks, BGs, HQs, etc. all grant protection to more established players than less established ones. 

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I am sorta against this. While it sounds neat, I think that the people at the top are already hard to kill. I don't want to see it made any harder.

Yes, its great to have an idea for an incentive for high ranks, but ranks are given based on one persons say so.

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I am sorta against this. While it sounds neat, I think that the people at the top are already hard to kill. I don't want to see it made any harder.

Yes, its great to have an idea for an incentive for high ranks, but ranks are given based on one persons say so.

Kind of why I suggested it at Don as well. 

I really don't see the problem with an extra 1%. Right now there are I believe 3 ways you can wackback on someone and then their is a force fail. So in all reality if you have 65 units you'll just have an extra 1% of wb/force fail, making it 5%. I don't think thats a major jump or anything based on the work needed to put in to get the extra drug units. 

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People who have bothered themselves to get to Godfather will invariably keep chasing the units anyway and if they don't, who cares? Personal choice really, have more units or don't.

Adding in potentially another 10-15% chance that someone will miss on you is a needless addition in my opinion.

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I never said adding 10-15%. I said a simple 1%.
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Personally, I don't think making the top accounts in the game even more difficult to overcome is the right idea - HOWEVER, I do like the idea of giving people over 60 units something more to work towards other than just the extra unit. I mean the extra units themselves are great once you get really high, but are relatively small rewards compared to the amount of work put in.

Maybe something like a slight boost to info, or stealth, or something other than defence?

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That was the real thought behind the suggestion. Having a reward for those high unit people in the game. While info can be trained/raised, maybe stealth could be the way to go. Or maybe what if it just raised the highest roll on the account? Most users either go info or stealth anyways. Why not give some incentive to those who want defense? 

I don't know the exact middle ground here...

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I would like to see more strategy and tactics involved in wacking an individual. I know there is a lot involved in taking out an entire crew but for the majority of players taking out crews isn't a thing to concern yourself with. "He who grinds hardest wins" is kind of lame imo.

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Perhaps once people hit the 60 units they can focus on being a little bit more vocal in the streets instead of just bashing jails all day.

There is no skill to gaining more units, just time - so not sure why it should warrant a reward.

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