Attacks Rapid PvP Robberies
In addition to the final Murder system There is a faster, more accessible way to get a rival: Attack (bottom Underworld → Attacks). No trip, no detective. You're looking for a target, firing a few bullets, and the outcome rolls right away. You win, you're gonna be a part of it Cash in bag Move.
Please note that the company is not robbed: Attack is pure PvP on the player himself. If you want to rob the greenhouse of a possession (casino, launderette, etc.) instead, you search robbing companies This is a completely separate system with its own rules, its own cooldowns and its own success formula. Both happen to use the word "robbery" in the game texts, but they are two loose mechanics.
Global attacks, no land restrictions
You can every player in the world Attacks, no matter what country he's in, you don't have to travel there first like a liquidation. Only players in the cell being seated or on the road with the aeroplane are inaccessible; The same goes for you as attacker. You obviously can't attack yourself, and you at least have yourself 20% health need to fight.
Bullets: your ammo for an attack
An attack always costs Balls Automatically and randomly, without choosing a number. You have minimal 5 rounds required in pocket before attacking (adjustable); The shot itself consumes at random 1 to 5. Op is op: no bullets, no attack. Buy them at the Bullet factory.
Coincidence works to your advantage here: The more bullets the shot accidentally consumes, the higher your odds of winning for one attack give 1 bullet +5%, each bullet add another +2%, to +13% bonus at the accidental maximum of 5 bullets. You don't choose the number, but an expensive attack always has a small consolation prize.
Who wins? Power versus defence no bare calculation
The outcome depends on your power versus the defence of your target... but conscious Not as a bare ratio (power + defence). That would make a small overweight almost a guarantee. BELLOCCO uses a square root-scaled difference instead: Each extra 100 stat points weighs more heavily for a weak player than for an already towering stat, so that a great excess always counts, but never becomes a security.
- Your basic win is between 8% and 88%, depending on the difference between your power and the defence of your target.
- On top of that, the ball bonus (+5% to +13%, see above), then your final winning chance is limited again between 5% and 95%.
- Buy power and defence or train not at Handshake (which builds a separate stat for Handshake duels) That's what you do Store & Equipment, buy Power / Defence tabs, or buy free (but slower) via the Training tab.
What happens to profit or loss?
Attacks always cost some health gain... hurts something more than losing, because fighting simply has a price:
- Winning You steal cash in the pocket of your target (bank money is and remains safe, see bank) and loses a handful of health, your target slightly more. The percentage stolen is between 5% and 18%, but is not a fixed number: the more convincing you win (how big the dice remained under your win chance), the higher that percentage will come out. A narrow victory thus brings noticeably less spoils than a sounding one.
- Lost You go home empty-handed, but you lose a little less health than at profit.
There's a small chance that a successful attack will lead to Safe code The Commission's proposal is based on the following principles: Large robberies also appear on the public headlines page.
Cooling time per target
There is no general waiting time between seizures, but you can the same player not immediately again attacks: after an attempt on someone a cooling time of standard applies 2 minutes (can move with the active economic preset or seasonal themes) before you try again with him. So you can't take one player bare by continuing to shoot him non-stop and spread your attacks across multiple targets.
How do you protect yourself?
- Bank your cash. Only money in their pockets can be stolen.
- Train or buy defence by Store & Equipment A high defence makes you a less attractive target.
- Rent a bodyguard via rent protection As long as it runs, no one can attack you.
- Keep an eye on your health and recover in time in the hospital You can no longer attack below 20%, but you can still be attacked.
Frequently asked questions
Should I travel to the land of my target to attack?
No. Attacks can be anywhere in the world, no matter what country your target is in. Murder system.
Do I need bullets to attack?
Yes. You need at least 5 bullets in your pocket to attack; The shot itself automatically consumes 1 to 5 at random. More spent bullets happen to give a higher chance for that attack.
What determines whether I win?
Your power against the defence of your target, via a square root-scaled formula (no bald ratio). The basic win is between 8% and 88%, plus a ball bonus of +5% to +13%, with a final ceiling of 5-95%. Never a guarantee, in any direction.
What do I lose if I win or lose?
Winning costs some health and delivers 5-18% of the cash in your target's pocket on... the more convincing the profit, the higher within that margin. Losing costs a little less health, but nothing.
Can I attack the same player over and over again?
Not immediately after an attack on a player is standard for 2 minutes before you try again with the same player.
Is this like robbing a company?
No. Attacks focus on the spear and his cash in pocket; robbing companies focuses on the greenhouse of a possession and has its own, separate formula and cooldowns. Two separate PvP systems.
Play for free And show who really rules the streets of BELLOCCO.