PlannedTT system improvement

about 2 months ago

THORN_IRONCLAD

46 Total Respect

THORN_IRONCLAD

46 Respect

about 2 months ago

Idea to Make Territories Actually Matter – Capital System (HQ)

Right now, the whole "claim a zone then abandon it whenever" thing gets old fast. There's not really any reason to care about holding a territory long-term, especially when you can just teleport across the map and start fresh. It makes the whole system feel kinda hollow.

So here’s a simple fix that could add some real strategy and meaning:
Let cartels pick one territory as their Capital.

How it works:

  • You choose one zone as your main base, your HQ.

  • The longer you hold it, the more bonuses it gives.

  • Think of it like a territory that levels up the more you defend it.

Some example bonuses:

  • Week 1: daily rep gain, slight defensive buffs to make it harder to take

  • Week 2-4: increase your member limit, maybe slight buffs to nearby zones

  • After a month: small TT income, better cooldowns, extra perks, etc.

Basically, the longer you hold it, the more your cartel actually benefits. It becomes a real home base, not just another tile to swap around.

Why it’s cool:

  • Gives you a reason to actually defend something, not just play territory hopscotch.

  • If someone takes your capital, it resets the bonuses, so it’s a real loss.

  • You could even add upgrades to it (like a cartel armory or something), just to make it even more worth investing in.

Why it matters:

Right now, it feels like everyone’s just pretending to be nomads, grabbing land, then ditching it when it gets annoying. A Capital system would make territory control feel like it has actual weight and identity. People would WANT to hold their turf and others would WANT to take it from them, simple as that.

Would make wars more intense, defense more important, and honestly just make the whole thing feel less like a mini-game and more like cartel warfare.

credit goes to : tigerelf for this amazing suggestion

Last Edited 28/05/2025, 22:44:35

Responses

17 days ago

THORN_IRONCLAD

46 Total Respect

THORN_IRONCLAD

46 Respect

17 days ago

up

17 days ago

DIABLO

1,272 Total Respect

DIABLO

1,272 Respect

17 days ago

I can see a significant benefit to giving Cartels a better sense of ownership, plus we could even have some sort of history system listing how long Cartels held their capital etc so defeats (or successes) are tracked and viewable in future

Creator of Cartel Empire, hope you enjoy!

16 days ago

CRACKROACH

15 Total Respect

CRACKROACH

15 Respect

16 days ago

Agreed with all the points that perfectly explain why the current system is not fun at all. These are some great suggestions

16 days ago

TIGERELF

7 Total Respect

TIGERELF

7 Respect

16 days ago

And this could be further expanded to reach into other aspects of cartel interactions.

Defensive bonuses that add 'dummy' chavos on a wall on an interval, that help fill up empty spots and can be knocked down for 10-15 E by the opponent.

Offesnive bonuses that grant a stat boost when attacking neighboring TTs.

 

And all of the buildings are built using a special 'TT material' that accumulates every day from holding territory, can only be kept inside a cartel's armory, and can then enable cartel robberies to steal that material from other cartels (so its not just meds that get stolen)

16 days ago

INCEL

57 Total Respect

INCEL

57 Respect

16 days ago

Tldr:

Add Traps :3

Some lame suggestions:

Add a 15-30 minutes waiting time and notify the opponent before start a territory war, but you could stealthy attack other side if you are using some items.

Add a small time before successful claiming/leaving a slot, and moving between slots.

Allow more than one person to claim a slot, but the attacker could choose which person to fight.

Also add some items to help at attacking/defending in territory.

Traps:

  • Neel 5-10 energy to deploy.
  • You could put it in any empty slots, for deal % of damage, stats debuff or disability(not able to move to other slots, or use some kinds of weapons)
  • Anti-vehicle one could blow up an vehicle and send all people inside it into hospital, but it won't affect people that not riding any vehicles, and can't develop on a slot that having a bunker on it.
  • Hidden from your opposites, in this way the fighting will be more tactical.
  • Defend side could put it before the war start, but the attack side also could put it after the war started.
  • need 30 seconds - 3 minutes to deploy, but could be stealthy with additional energy.

Bunkers:

  • There has two types, temporary bunkers and permanently bunkers, some of them also gives a small accurate bonuses, and could help yo deploy some heavy weapons.
  • Temporary bunkers could be built by both side, as long as you have required items.
  • Permanently bunkers only could be built by the defend side, and have better health and protection than temporary one.
  • All bunkers have a health and could help at diversify the damage you take, but it will broke if it took too much damage.
  • Some weapons or temporary items could bypass or deal more damage on bunkers, depending onthe bunker type and the weapon attack side using.

Heavy weapons:

  • They are incredibly powerful, but can't be used in normal fighting. Most of them are only able to used in a territory slot, both defending your own slots and/or attacking other slots.
  • Need few seconds to fully deployed. In addition, some of them could be installed in a vehicle.
  • If you holding and equipping one, then attacking outsider will cause this weapon unequiped during fight, but you don't need to deploy it again after that.

Vehicles:

  • Vehicles could definitely help you in war, it could installing a heavy weapon on it, using as bunker, etc.
  • It could be modifications in your cartel, but only allowing to use it during territory war.
  • Vehicle also could use on claiming a slot, and it will auto deployed as bunker.
  • You will need additional person to control the weapon if your vehicle has one on it, if you have someone else that holding the weapon on the vehicle, the other side can't attack the driver.
  • The driver can't help at attacking the opponent side, unless you are using it as bunker.
  • The vehicle will be lost forever if it got destroyed.

Special items:

  • Camouflage: A armor that has lower Armour compare with Full Body Armour, but you can't stealthy starting a war if all people are not wearing it, or riding any vehicle.

Special buildings:

  • Watchtower: A building that requires a person to stay there to work, for discover when your opponent side trying to stealth start war, or placing traps. That person will be removed form the watchtower if he went hospital or jail. Both side could use it, but you can't claim it stealthy.

just some randomly weird ideas for inspiration better ideas :p

edit: add tldr :p

Last Edited 01/07/2025, 08:21:29

Last Edited 06/09/2420, 06:09:42

16 days ago

THORN_IRONCLAD

46 Total Respect

THORN_IRONCLAD

46 Respect

16 days ago

this game is made in browser not fcking steam, relax incel

16 days ago

TIGERELF

7 Total Respect

TIGERELF

7 Respect

16 days ago

this game is made in browser not fcking steam, relax incel

THORN_IRONCLAD - 30/06/2025, 19:57:44

don't discourage creativity

16 days ago

INCEL

57 Total Respect

INCEL

57 Respect

16 days ago

this game is made in browser not fcking steam, relax incel

THORN_IRONCLAD - 30/06/2025, 19:57:44

The only thing me actually wanna to suggest was the traps, others are just some brainstorm bullshit, dont take it too seriously bro :p

edit: typo

Last Edited 02/07/2025, 03:35:01

Last Edited 06/09/2420, 06:09:42

16 days ago

GASPIPE

12 Total Respect

GASPIPE

12 Respect

16 days ago

Add a way to speed up upgrade hq by adding construction materials, not 100% completetion but speed up by x %. 

that's a decent money sink that is very optional. 

Haters gonna hate