IIIlusionist [253384] —
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The announcement of the factions 2.0 update is undoubtedly one of the most anticipated developments in recent years. Just recently the second batch of factions were introduced to 2.0 beta testing, and with many of Torn's users eager to see how this overhaul will affect their own faction, now seems as good a time as any to take a brief look at what players have gleaned from the process so far.
For many, the beta experience involves a short burst of testing out the new features and a quick look at what changes were implemented after the first test run, before a much longer period twiddling their thumbs while the developers work through reported bugs. It doesn't take a whole lot of time to get your head around the beta system - a day at most - but here is a rough idea of what the beta faction update looks like.
All territory is displayed and viewed through the city map, and your own blocks can also be viewed from the Territory tab on the faction main page. Your faction can claim blocks and expand up to 20 blocks more, however these expanded blocks must be adjacent to one another. The next step is to smack heads with another faction close to your turf, so don't pick a starting point miles away from civilization if you want to practice a bit of warring.
Once you declare on a faction the war is displayed in the faction page, and in order to progress to victory up to ten faction members must jump on the territory or hill. At the moment the energy cost of joining the war is 0, but the process of attacking does cost energy. A faction will gain a certain number of points every second, depending on the number of members who have joined the defence or attack. For example, if three members from faction A and ten from faction B have joined the defence/attack, faction A will gain three points per second, with Faction B gaining ten points per second.
Getting put in hospital, jail or travelling from any region will force you off the territory/hill, and from there on out you will face a battle to rejoin the fray. Knocking members of the opposing faction off the territory/hill is your only chance at preventing them from accumulating more points in your absence, but if you feel like throwing in the towel, or you simply don't feel the war is worth the time or effort, there may well be an option to concede. The number of points needed to win was initially 3,000,000, but this was later changed to 1,000,000.
So there you have it, that's the beta experience of factions 2.0 in a nutshell. With this being beta testing don't expect to be blown away with amazement, hopefully that will come with the official full release...fingers crossed. And although beta only allows us a small glimpse at the forthcoming update, in our next two articles we'll hope to offer a few more insights into what we can expect from faction 2.0 wars, and exactly how much they are going to cost.
For many, the beta experience involves a short burst of testing out the new features and a quick look at what changes were implemented after the first test run, before a much longer period twiddling their thumbs while the developers work through reported bugs. It doesn't take a whole lot of time to get your head around the beta system - a day at most - but here is a rough idea of what the beta faction update looks like.
All territory is displayed and viewed through the city map, and your own blocks can also be viewed from the Territory tab on the faction main page. Your faction can claim blocks and expand up to 20 blocks more, however these expanded blocks must be adjacent to one another. The next step is to smack heads with another faction close to your turf, so don't pick a starting point miles away from civilization if you want to practice a bit of warring.
Once you declare on a faction the war is displayed in the faction page, and in order to progress to victory up to ten faction members must jump on the territory or hill. At the moment the energy cost of joining the war is 0, but the process of attacking does cost energy. A faction will gain a certain number of points every second, depending on the number of members who have joined the defence or attack. For example, if three members from faction A and ten from faction B have joined the defence/attack, faction A will gain three points per second, with Faction B gaining ten points per second.
Getting put in hospital, jail or travelling from any region will force you off the territory/hill, and from there on out you will face a battle to rejoin the fray. Knocking members of the opposing faction off the territory/hill is your only chance at preventing them from accumulating more points in your absence, but if you feel like throwing in the towel, or you simply don't feel the war is worth the time or effort, there may well be an option to concede. The number of points needed to win was initially 3,000,000, but this was later changed to 1,000,000.
So there you have it, that's the beta experience of factions 2.0 in a nutshell. With this being beta testing don't expect to be blown away with amazement, hopefully that will come with the official full release...fingers crossed. And although beta only allows us a small glimpse at the forthcoming update, in our next two articles we'll hope to offer a few more insights into what we can expect from faction 2.0 wars, and exactly how much they are going to cost.
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