shubla wrote:In my opinion, there are two options.
1. Make siege impossible, so no one gets raided
2. Make siege so easy that all nubs get raided
I'd prefer the 1st option, and also hope that devs don't waste their time on it.
This is stupid, why are you limiting the solution so dismissively? I believe we are basically living your #1 to some degree right now. Raids via siege are basically so time and material expensive that they are generally only done later world by the very rich to those determined to be much less active.
#2 makes no sense, did people endlessly raid all noobs in legacy when people could toss rams anywhere they wanted and just camp them until they are dry? No.
AND, even if they do this, now with the whole kingdom mechanic I believe that it would be easier for a group of people to defend noobs and smaller villages within the realm with quicker response times. There is both less incentive than ever to raid a noob, and it's more risky than ever.
Granger wrote:I would prefer a 3rd option that lies inbetween, something in the direction of the things mentioned and linked
here. Because as long as siege success equals base destruction the bar for success must be too high to make it practical for everyday events (or we run out of bases and through this of active players).
While I agree that we need a 3rd option, I don't think it's worth revisiting convoluted, year old ideas that were already fully torn apart.
There would be almost no difference in the outcome of a siege if brimstone is removed, the winner will still be the most active and most strong group between defender and attacker. With realm and kingdoms in the game now I think the defender actually has a small advantage in that they can easily call for help and probably actually receive it. A siege should absolutely be a boolean outcome, and it has been this way for 10 years, why stop now?
If a defender is active and there to actually defend then what is to stop them from simply killing the attackers before they get through the walls, or even when they finally do get through the walls? Number of people, stats, skill? So basically the exact same thing that would already determine who wins a fight in literally every other scenario.
I mean, maybe there can be some additional small things added to help a defender get their claim back up quicker, or maybe some additional siege engines that rather act like sentry guns for attackers? Boobytraps? I think something simple like this can be implemented to atleast make it more fun and perhaps give a defending group that is slightly smaller or less skilled some kind of edge instead of some whole new ridiculous system.