Showing posts with label pre-made premade mobsters myspace transfer bank. Show all posts
Showing posts with label pre-made premade mobsters myspace transfer bank. Show all posts

Monday, June 14, 2010

How to set up a Bank

A bank is a very low level account that is only used for money. Banks are crucial to every advance player, especially this late in the game. Banks make enough money to suit the users needs, and is used to fund other characters via Transfers. An ideal bank would be a level 5, making at least $100,000,000 per hour.

Obtaining your first bank is a tough process, and you are stuck with 4 choices:
  1. Start a new name and slowly save your money, increasing your income over time
  2. Have a friend who already has a bank that wouldn't mind transferring funds to help you start your bank.
  3. Start a new account, and use transfer service (pay someone to transfer funds to you).
  4. Purchase a pre-made account from a mobsters account sales website.
The first choice is the most obvious, it's the traditional way, it's how Mobsters wants you to make your money, and it's a painstaking journey that could take months to get you where you need to be. I don't recommend this choice to anyone, but I understand that some people have no other options.

The second choice is the most common. Almost everyone has a lower making good money, just ask around, you would only need a few billion to get started. After you find the right person, get them to list your dummy a few times and you will be on your way.

If you have just started playing, and have no friends nor mob members to help you, and still don't feel like playing the waiting game, then another choice is to have a mobsters service transfer funds to you. I will suggest none, but they are pretty easy to find, just look at the spam their bots will leave on profiles. These services typically charge $0.50-$0.75 per billion, and you will need anywhere from $40-$100 billion to get your bank started with a decent income.

The final option is the lazy way, it's very similar to the previous option, but additionally, it takes out all the trouble of having to add mobsters, set up your account, purchase territories, etc. Pre-made level 5 banks usually sell for $80-$125 depending on their income.




Now that you know how to get a bank, let's talk about the best setup, and the role they will play in your Mobsters gaming experience.

The primary use of a bank is to be just that, a bank, a low level name with lots of cash that you can transfer to other names. The importance of the bank is everything, you will need it for virtually every type of mobster you create, whether you are making a hitlist rider, or you are using 5 different banks to accelerate the income of another mobster, cash is the key! Hospital funds, equipment, and upkeep can tally up on any player that signs on constantly, a few simple transfers and they will have enough cash to increase their income, and begin supporting themselves.

I suggest that a bank be no higher than a level 5, in fact, I suicide my bank any time she gets close to level 6. The reason it's best to stay at level 5 is because level 5 is the lowest level that anyone can be hitlisted, because of this, the hitlist is overwhelmed at that level, meaning you will have up to a few minutes (versus a fraction of a second on level 10+) to catch the bounty and getting your transfer. Therefore it is best that the bank, the dummy, and the mobster catching the transfer are all level 5's.

How much to transfer depends on how often you are going to use your bank. Consistent players make a few new names each month, and will need to transfer about $40 billion to each name (giving that name around $18 million per hour). A bank making $100 million per hour will bring in $80 Billion a month, I trust you can use those figures as a reference point to figure out how much you need.

Regarding stats, I suggest putting everything into stamina,  it's the only thing that can be of use to such a useless name.   This way you can punch, and hit-list many more times before having to wait 2:00 per hit.