A non-trash siege system

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

Re: A non-trash siege system

Postby overtyped » Wed Feb 10, 2016 6:16 am

Glorthan wrote:What defense does a small village have versus a large village? Roll over and die I assume?

You can't make an omelet if you don't crack a few eggs.
You could make this exact same argument about the current siege system, what if a super village with 100 people take turns camping a ram for 12 hours? wheres that different ?

If anything, this would make small villages form peaceful coalitions with others, in the event of such a thing happening.
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: A non-trash siege system

Postby TeckXKnight » Wed Feb 10, 2016 9:30 am

Glorthan wrote:What defense does a small village have versus a large village? Roll over and die I assume?

If a larger, stronger, more active, veteran group of players decide that they're going to shit on your parade then they're going to shit on your parade. This grace period allows you to evacuate characters, goods, and other valuables out of harms way. Failure to act or plan ahead will mean that bad times are ahead of you. What would you do to give smaller, weaker, less active, green groups a fighting chance against invaders?
User avatar
TeckXKnight
 
Posts: 8274
Joined: Tue Jul 13, 2010 2:31 am
Location: How Do I?

Re: A non-trash siege system

Postby higherark » Wed Feb 10, 2016 6:16 pm

Kaios wrote:
overtyped wrote:PS: Are we actually going to discuss the idea in this thread? Bad? good?


Yes I can do that, I like his ideas. I like that the Defender has the ability to set the time to fight and that is how it should be, perhaps with a little possible sway in the form of +1 or -1 hour from the attack side. The problem with commenting on this now though is that the siege system is being changed for the new world so while I do like these ideas I am not sure all of them will apply.


Given the lack of progress on the siege system I'm not convinced that in two weeks its going to be completely revamped. I hope he takes these into consideration, if nothing else.

Just gotta keep dumping shit onto jorbs face until he decides to open his mouth :P
Ingame: Kingtrin
W3-7 Hermit Supreme
W8 Seargent Derp: The Un-kinned Kinslayer, New Brodgar
W9 Lieutenant Sprucecap: Militia Commander, New Brodgar
W15 Satellite Hermit: Whatever Bay
W16 City Slicker: Whatever Bay
User avatar
higherark
 
Posts: 80
Joined: Sat Apr 28, 2012 8:54 pm

Re: A non-trash siege system

Postby raybon256 » Sat Feb 13, 2016 2:53 am

To be honest, I'd like to change one thing about the rams, the fact that you can move them like, 20 squares and then you can spend 8 hours and 60 bones before you can touch it again. Make a ram cost a lot to make, but let us move it more than 15 seconds.
raybon256
 
Posts: 163
Joined: Fri Jul 17, 2015 12:29 am

Re: A non-trash siege system

Postby razfen » Sat Feb 13, 2016 12:58 pm

Here's a thought:

Rams can only be pushed on claims that have the auth/bond well fed, when the claim's owner is online.
MagicManICT wrote:Not really any purpose of this thread other than to get a simple answer that some of you special children don't seem to know how to give. Everyone's got to be a fukkin comedian....
User avatar
razfen
 
Posts: 369
Joined: Sun Mar 24, 2013 10:49 pm

Re: A non-trash siege system

Postby shubla » Sat Feb 13, 2016 1:46 pm

razfen wrote:Here's a thought:

Rams can only be pushed on claims that have the auth/bond well fed, when the claim's owner is online.

Alts for claims that never log on
Image
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
User avatar
shubla
 
Posts: 13043
Joined: Sun Nov 03, 2013 11:26 am
Location: Finland

Re: A non-trash siege system

Postby overtyped » Sat Feb 13, 2016 5:17 pm

razfen wrote:Here's a thought:

Rams can only be pushed on claims that have the auth/bond well fed, when the claim's owner is online.

raybon256 wrote:To be honest, I'd like to change one thing about the rams, the fact that you can move them like, 20 squares and then you can spend 8 hours and 60 bones before you can touch it again. Make a ram cost a lot to make, but let us move it more than 15 seconds.

Bad ideas, Bad you.
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: A non-trash siege system

Postby Glorthan » Sat Feb 13, 2016 6:04 pm

TeckXKnight wrote:If a larger, stronger, more active, veteran group of players decide that they're going to shit on your parade then they're going to shit on your parade. This grace period allows you to evacuate characters, goods, and other valuables out of harms way. Failure to act or plan ahead will mean that bad times are ahead of you. What would you do to give smaller, weaker, less active, green groups a fighting chance against invaders?

I don't think that if a group of douchebags decides to ruin your base that took months to create they should be able to just because they happen to be a large faction. I would much prefer that this kind of "forced showdown" style siege is left for when/if J&L implement something akin to their kingdoms idea, with those that choose to found a kingdom with whatever benefits it provides the only ones able to be able to be forced to participate. Essentially, any faction would recieve benefits from some form of opt in like that, however they would need to be prepared to defend themselves.

With a forced siege on anyone system, it will likely be similar to palibashing today; raid villages that are smaller than yourself because nobody likes to risk their multiple month old characters in a fight that's fair, and picking on a village that looks about your size could backfire horribly for the attackers. I get that no siege is boring, but we already know that killing villages for the sake of killing them are what most of the larger factions do when they get the opportunity.

I'd also like to see more incentive for people to actually go outside their walls. A hostile group sure can make people's life hell by picking off their foragers/villagers when they go outside, but with the game as it is there is very little reason to leave the base frequently (except with extremely low stat hunting alts, and for dirt/water/clay on occasion). And no, I'm not advocating reimplementing overpowered curiosities to be botted and abused, but ingredients for craftable curios would be a good start (as raw foraged curios scale poorly with village progress).
Glorthan
 
Posts: 1099
Joined: Tue Jun 11, 2013 4:33 pm

Re: A non-trash siege system

Postby TeckXKnight » Sun Feb 14, 2016 12:21 am

So you're opposed to siege against participants that don't agree to it. Opinion noted and ignored.
User avatar
TeckXKnight
 
Posts: 8274
Joined: Tue Jul 13, 2010 2:31 am
Location: How Do I?

Re: A non-trash siege system

Postby Glorthan » Sun Feb 14, 2016 10:02 am

TeckXKnight wrote:So you're opposed to siege against participants that don't agree to it. Opinion noted and ignored.

Thank you for the mature and well reasoned response. Under the proposed system if you aren't a major faction you have these options upon having a siege started at your walls:
  • Relocate the things of value that you can move to another location before the siege starts. This includes keeping seeds in reserve for all crops and trees so that they can be relocated quickly. It also involves remaking your base - hundreds if of man hours of tedious "fun", rediscovering nodes, etc. Oh yeah, and rip your smelters/ovens/kilns, and goodbye animal industry. Taking out someone's base essentially removes them from competing whatsoever until a world reset.
  • Bribe/enlist players to come to your aid. Of course this has a lot of downsides. Players you enlist aren't trustworthy, and if charterstones don't exist next world this won't be feasible at all. Additionally, we barely have anything worth trading in this world, so paying this mercenary army is likely going to be difficult and regardless will far exceed the cost to start the siege [in real terms -> large-scale botting factions have a very small real cost].
  • Call the bluff (see cost of enlisting aid vs siege cost) and hope it wasn't a genuine attack.

So yes. I don't agree with forced removal from the world if you aren't a major faction and would prefer the alternative of having an opt-in system to a more rewarding and risky playstyle. Perhaps you could elaborate on why you do prefer it?
Glorthan
 
Posts: 1099
Joined: Tue Jun 11, 2013 4:33 pm

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: No registered users and 145 guests