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28-08 Capo's useless or useful?
Author: LL
Last updated: Never
Comments: 0
Views: 3,106
Votes: 0 (0 average)
Version: 3.1
Involved families:
article
Last night some of the reporters of Fingon's had a discussion about the roll of the capo's, how they changed over the last versions and how they affect the game these days.

So we decided to make an article about it, and discuss it publicly. Here below some facts and thoughts, we are curious about your thoughts!

Over the versions the role of the capo's in families has became less and less important? For example in 2.1 as top you had to make sure you picked reliable capos as they had to hold a spot for the family who could hold 25 members. The capo had to pick a successor, so if he got shot the spot wouldn't get lost.

When this spot system was applied wars were a bit more interesting I think, people shot to steal spots, there was kind of a tactic in who to shoot first. Currently you can't steal spots, you have to shoot the family down and buy the HQ, or sneakily cut a deal and "trade" the family, so the remaining members survive, and you only have to change the family name.

In late 2.1, headquarters were swapped in for the notorious spot system. In 2.5, Capodecinas were introduced. 0% Bruglione and a certain amount of capomoney. This allowed many families to keep their "real" capos in place, as Bruglione wasn't that hard to reach. The amount of capomoney needed for Capodecina / Godfather varied from version to version, with the lowest at 5 million for CD, and the highest 14 million (21 million was the highest for GF/FL).
In 2.7b 100% Bruglione was now required, but that wasn't a really big obstacle, as the valued players holding the positions still had quite some responsibility, like making sure the spot remained in the family (in other words, not dieing), and making sure there was a successor that could take over in case he did die.

3.0 brought us back to the past, and we had a headquarter system once more. For every 10 members that *could* fit in your headquarters, you were able to set a capo. So that meant that there were families with up to 30 capos. And since all had to be 100% or higher, this quickly led to families just putting up their highest ranked in the capospots, and then "giving" them the capodecina status by boosting them. Besides that, there were no capos needed to hold 25 additional members, most regimes could be left empty now, and most were once the capo reached CD, or at least the required capomoney. Capo successors were also abolished.

The new family system (which will be implemented live on deathmatch, and on .com after another reset) promised us less of the statistic capo, and gave us a small hope on restoring the ancient status of "real" capos.

But will having a limit of five capos really change anything? Instead of 20 or 30 capo positions, which are without hesitation given to the ones who rank fastest, we will now have only five people that rank faster than the other people. Nor will the increased amount of required capomoney make a big impact, if any, it will only cost less money to boost the capos. And since there are way less capos to make CD, there will be money enough.

It can be said that it is up to the families themselves to change this attitude, but the current system only enables families to follow suit with others, by picking faster players over better ones.
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