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Homepage 2

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Let us start with the middle of the home page.

1. Player Class

- Godfathers (Tier 3)
Players (free or supporter) transferring more than 100,000 account turns into the round.

- Made Mans (Tier 2)
Players (free or supporter) who transfer up to 100,000 account turns into the round or purchase an upgrade.

- Associates (Tier 1)
Players (free or supporter) transferring 0 account turns into the round and do not have an upgrade.


2. Legal Standing

Current Standing - your status in the city which is monitored by the authorities
Bribe City Officials - bribe to make your recruit happy


Bribery

*For Yourself : By bribing officials directly, they will raise your legal status in your local city. This makes your employees (ops and dus) happier (up to 150%), which makes their attacks more accurate, and their collecting and producing more profitable. Bribes to raise your legal standing last for 6 hours.

*Against other Players : By bribing officials against another player, you can make law enforcement in your city watch them closer. This will lower their employee (ops and dus) morale, making them produce and collect less, and their attacks less successful. Bribes to lower another player's legal standing last for 2 hours.


Let’s proceed to the right side.

1. currently in ‘city’

- the city which is you live in.

2. Top Prize

- TheMobsterGame.com offers cash prize (USD500) at the beginning of round and it will increase until 
  the end of round.


3. Turns

(g) In-Game Turns
- turns on hand for use in the current round. These accrue to a max amount.

(r) Reserve Turns
- extra turns that are available for use in the current round. Can be used at different times for a 
  strategic advantage.
- turns used to get you started each round or can be saved for later in the round until you decide to 
  use them.
- turns earned by voting are added to this.
- must be used during the current round and can't be carried from one round to the next.

(a) Account Turns
- turns, either won or purchased, that are stored in your user account. It can be transferred into
  any round.
- turns that are won or purchased and can be carried from round to round until you decide to transfer 
  them into your reserves.
- once account turns are transferred into reserves, they must be used by the end of the current round or 
  they will be lost.

> Turns are what you use to do everything. Recruiting, attacking, producing, collecting etc. all require 
   turns to work.
> Every 5 minutes you will receive a predetermined amount of turns.
> Each round, you also start off with a given amount of reserve turns.
> Additional turns can be purchased through the "Buy, Transfer or Earn Turns" link as well as 
   upgrade packages to increase the amount of turns you receive every 5 minutes.
> You may also transfer (a) account turns and upgrades in your account to other players should you 
   so choose by utilizing our turns or upgrades transfer option.
> If you use this option, you are transferring ownership of your account turns or upgrades to another 
   player which can't be undone.
> Each player is responsible for their own account turns and upgrades so make sure you think it 
   through before giving them away.

> Upgrades give you the ability to accrue turns at a higher rate than the standard 20 turns every 5
   minutes which is anywhere from 40 turns up to 300 turns every 5 minutes.
> These upgrades can be purchased in our store or can also be had by trading account turns for them. 
> All upgrades will run throughout the round they're activated in.
> Once activated, upgrades will change your tier status.

4. Money

(c) Cash
- money you can use to purchase items such as drugs, weapons, & vehicles.

(b) Bank
- money tucked safely away in the bank. Money in the bank will earn interest each night at midnight.

(e) Escrow
- money held on hit contracts you have placed

(n) Net Worth
- the amount you are visibly worth & it will be display at your profile. Does not include weapons.

(a) Actual Worth
- the amount you are actually worth & only you can see it. Includes all assets.

Networth

Awards are given to based on their networth ranking at the end of each round. Networth is calculated as follows:

Speed - $3 each
Whiskey - $7 each
Heroin - $9 each
Coke - $15 each

Assassins - $1250 each
Hitmen - $1000 each
Thugs - $500 each
BodyGuards - $300 each

Hustlers - $750 each
Hookers - $500 each
Smugglers - $300 each
Bootleggers - $200 each

Ducati - $7,500 each
Hummer H3 - $17,500 each
Stretch Escalade - $37,500 each
Armored Limo - $100,000 each

Boeing 747 - $3,500,000 each
Cargo Ship - $15,000,000 each

**Desert Eagle .50's - $750 each**
**Mac-10's - $1875 each**
**Ak-47's - $3750 each**
**Aguila HV's - $11,250 each**

**Guns only count toward your total networth at the end of the round. You can see your actual networth (guns included) by viewing the (a) under Money.**

5. Happiness

- once everyone is happy you can use some turns collecting cash with your operatives to buy 
   more resources and increase your networth.

(d) Defensive Happiness
- the happiness level of your defensive units. Defensive units require drugs & weapons to be happy.

(o) Operative Happiness
- the happiness level of your operatives. Operatives require drugs & happy defensive units to be happy.

> Your operatives need to have defensive units to protect them at work which make them happy as well. 
> Your defensive units need guns to keep them happy. 
> Happiness can go as high as 150% by bribing officials in your city to look the other way while you do 
   your business. 
> Don't forget that Hitmen & Assassins require 2 guns each to keep them happy.

6. Head Count

(d) Defensives
- the number of units you can attack other players & defend your stuff.
- protect you and your operatives from attack by other players.

(o) Operatives
- the number of units you can use to produce goods or collect stuff.
- work for you and make you money

[Reference : themobstergame.com]

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