Some thoughts on Siege

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Some thoughts on Siege

Postby jorb » Tue Dec 08, 2015 9:59 pm

overtyped wrote:then instantly break a wall down.


The wall would not take damage if it has already taken its damage for the relevant period, obviously.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Some thoughts on Siege

Postby jorb » Tue Dec 08, 2015 10:00 pm

ethan wrote:I like the idea, but don't like how its directly related to time.


It would probably be a good and healthy thing if the timers were not 100% linear and predictable.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Some thoughts on Siege

Postby overtyped » Tue Dec 08, 2015 10:01 pm

jorb wrote:
overtyped wrote:then instantly break a wall down.


The wall would not take damage if it has already taken its damage for the relevant period, obviously.

What do you have to stop triple walling, to abuse this system, and make your town immortal?
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
User avatar
overtyped
 
Posts: 3906
Joined: Tue Sep 28, 2010 2:09 am
Location: Quaran book burning festival

Re: Some thoughts on Siege

Postby Avu » Tue Dec 08, 2015 10:01 pm

jorb wrote:
ethan wrote:I like the idea, but don't like how its directly related to time.


It would probably be a good and healthy thing if the timers were not 100% linear and predictable.


I know how you do unpredictable shit. Waiting two days for a non negative crop roll unpredictability so fun.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
User avatar
Avu
 
Posts: 3000
Joined: Sat Oct 31, 2009 1:00 pm

Re: Some thoughts on Siege

Postby Potjeh » Tue Dec 08, 2015 10:02 pm

Sounds good in theory, but it's gonna take a lot of iterations to get the balance right, in the meantime everyone will die :/

On one hand I think breaking some eggs can't be avoided if the game development is to progress, but on the other I'm scared it'll drive away a lot of the current players. If it could be fully balanced before the next world it could pay off, though.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

Re: Some thoughts on Siege

Postby jorb » Tue Dec 08, 2015 10:03 pm

overtyped wrote:What do you have to stop triple walling, to abuse this system, and make your town immortal?


A better question to be certain. I shall consider it. Historically we have attempted various forms of splash damage from collapsing walls.

On that note, why hasn't this been more of a thing in Haven as it is?
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Some thoughts on Siege

Postby Astarisk » Tue Dec 08, 2015 10:03 pm

Sounds like you could just do the entire siege on alts and risk very little tbh.

edit: Their may be timers to prevent you from doing consecutive actions, but the act to do the action takes no time to do. This doesn't seem like it really creates conflict if you have to catch the individual online for the split moment it takes for an action to be performed. It feels like the only time you will see actual players is if maybe they broke into the town.
Last edited by Astarisk on Tue Dec 08, 2015 10:05 pm, edited 1 time in total.
IRC/IGN: Rawrz

Join the (HedgeHugs) Haven & Hearth Discord if you need help.
https://discord.com/invite/Uy8yzm4
User avatar
Astarisk
 
Posts: 881
Joined: Fri Aug 13, 2010 7:08 am

Re: Some thoughts on Siege

Postby overtyped » Tue Dec 08, 2015 10:03 pm

jorb wrote:
overtyped wrote:What do you have to stop triple walling, to abuse this system, and make your town immortal?


A better question to be certain. I shall consider it.

On that note, why hasn't this been more of a thing in Haven as it is?

Because you can reuse the ram, and keep bashing one after another.
Here is an idea, if a ram has already destroyed a dried wall, then it can destroy more walls in 1 shot, then having multiple walls will be useless.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
User avatar
overtyped
 
Posts: 3906
Joined: Tue Sep 28, 2010 2:09 am
Location: Quaran book burning festival

Re: Some thoughts on Siege

Postby jorb » Tue Dec 08, 2015 10:09 pm

overtyped wrote:Because you can reuse the ram, and keep bashing one after another.


Well, sure, but why not space wall layers one ram range apart?
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Some thoughts on Siege

Postby ethan » Tue Dec 08, 2015 10:10 pm

jorb wrote:
ethan wrote:I like the idea, but don't like how its directly related to time.


It would probably be a good and healthy thing if the timers were not 100% linear and predictable.


Random timers don't sound like much fun.

making it unpredictable but letting the siegers choose how the "time" resource is spent is fun.

Siege 1 is getting in as fast as possible to steal some shit. Even if it means the village is able to end the siege relatively quickly and repair from the damage.

Siege 2 is more draw out, requires both sides to invest continuously, but ultimately the village is completely raized, or the siegers are significantly drained of resources, so that they cannot maintain the siege.
ethan
 
Posts: 21
Joined: Tue Oct 27, 2015 9:15 pm
Location: New Zealand

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 5 guests