Ozzy123 wrote:Barbamaus wrote:Also, I believe that siege should take multiple people, not just 1 guy with a ram. If they are 3-4 people, they can easily take turns to defend their siege machine if needed.
For 4 people that would require 6 hour shifts where you are only standing next to a catapult and look at it. Meanwhile you (as a defender) could take 3-4 of your friends and gank that poor 1 guy that has his shift at any time within these 24 hours. It has to be balanced out. And trust me my dude, the only sieges that happend this world were made by the biggest factions on the world against other very big factions, noone will want to spend 20+ hours to get into your newbish palisade to steal your low quality stuff.
Ok, let's analyse the issue here, with the following defender/attacker scenarios:
1. weak and small vs strong and small
2. weak and large vs strong and small
3. strong and small vs strong and small
4 strong and large vs strong and large
1. One/three weak players defending vs one stronger attacker: with the current system, the defender has a chance to login when the attacker is offline and take out the siege engine, without needing to fight. If invulnerability would be added (12 hours or so), the attacker could just defend for the vulnerable hours. If he has decent stats or gear, a few newbies have no chance to take him down. That makes defending impossible for them.
2. Same as above, but with lots of newbies. Currently, they have an advantage: they are lots and can probably find a moment when the attacker isn't online to take out the siege engine. With invulnerability, things get messy: if they are enough, with a very basic gear, they might defend with considerable losses, depending on the attacker's strength.
3. The defender has advantage, they can either find a time the attacker isn't online, or if they are 3-4 people try to outnumber the guy guarding the engine. With invulnerability, they are forced to fight, giving advantage to the attacker if they even have just a couple more players than the defenders.
4. This is the faction war, which seems to be what worries you the most. I agree for a large and strong village would be pretty easy to defend this way. They can probably have 30+ people online at any time, and can attack the engines anytime they want. With the invulnerability, the attackers have a better chance to make it fair, requiring actual PvP before any siege can be conducted.
This is also the only scenario where multiple wall layers spread across large distances is something to take into consideration.
From my point of view, the 4th scenario is the only one where there is a problem. While it might be what siege was made for, it's not necessarily the most common. You'd be surprised by how many players enjoy trashing other people's places, if they know they can get away with it. Maybe those newbies settled too close to a resource, or they claimed a decent clay node, or whatever.
I've seen small claims being destroyed because "they blocked a road", so instead of adding 5 signposts to fix the trail going around it, people preferred to destroy the entire player base. Some players just enjoy to grief other's places, throwing everything on the ground, destroying containers and tools, and killing livestock just because they can.
So instead of making things harder for small groups to defend, why not making things easier for large attackers to defend their siege?
For example, making it so only 1 character at a time can damage a siege engine, would greatly reduce the effectiveness of swarming with alts. Even more if you add a delay to the damage, for example it could take 15-20 seconds before you start doing damage, so u can't just run, do 1 hit and die.
That way, if nobody is around any newbies can still destroy a ram during those 24h, but if someone is defending, you would have to fight.
Another option would be adding a second kind of siege engines: something much more expensive, but that takes less time to dry. That way it would only be worth it for very important targets, not a random dude's claim because you didn't like where it settled...
I'm sure there are other possible solutions, let's just remember that lots of players enjoy living in small groups and taking it easy, so let's not screw them over by making it impossible for them to defend (as it kinda used to be)