New Siege Implementation: Siege Claims

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

Re: New Siege Implementation: Siege Claims

Postby shubla » Tue Mar 19, 2019 11:36 pm

Kirche wrote:
shubla wrote:What kind of design does your village have if you cannot build a single brickwall around it?

a fucking river

Stop blaming brickwalls.
Start spamming the C&i for terraforming instead!
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Re: New Siege Implementation: Siege Claims

Postby yozzik111 » Tue Mar 19, 2019 11:41 pm

shubla wrote:Start spamming the C&i for terraforming instead!


That is a good manipulation when on the scales you have siege changes this week and terraforming in Jorb's txt file.
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Re: New Siege Implementation: Siege Claims

Postby Kirche » Tue Mar 19, 2019 11:42 pm

Burinn wrote:
Kirche wrote:
jorb wrote:Brick walls had a significant use case in Legacy, which represents quite a bit of the game's life.

Cost, bruh. Brick walls cost a lot more.

legacy is irrelevant



My arbitrary time frame dictates the relevancy of previous game mechanics!

legacy has no bearing on current events, all that matters is how the world was at the start of it, I don't care if they change the core mechanics at the start of a world but if they wait till midway through without giving people an option other than "you should've expected us to change this mechanic that has been this way for 3 worlds sucks to be you"
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Re: New Siege Implementation: Siege Claims

Postby bmjclark » Tue Mar 19, 2019 11:42 pm

jorb wrote:Brick walls had a significant use case in Legacy, which represents quite a bit of the game's life.

Cost, bruh. Brick walls cost a lot more.


Not to be a dick, but if things costing more meant they were better we'd be playing a very different game. Half the combat moves in this game have longass cooldowns with high IP costs and are shit fucking useless. The nice thing is when you decide to buff them i can just switch my deck and won't have to rebuild my entire town.
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Re: New Siege Implementation: Siege Claims

Postby Potjeh » Tue Mar 19, 2019 11:43 pm

loftar wrote:
Omnipotent wrote:So what, day 1 we should all have known you were going to change siege like this?

>there are two walls
>one is more expensive than the other and gives a more sturdy appearance
>i wonder if it's ever going to be relevant to have that one...

Not an unreasonable assumption, considering how like 1/3 of the game's content is utterly useless.

But yeah, 5/10 idea, needs more convoluted mechanics for more unforeseen exploits.
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Re: New Siege Implementation: Siege Claims

Postby jorb » Tue Mar 19, 2019 11:45 pm

Ok, pick this apart: The siege claim is created, within the 100x100 area, but only on tiles where claims present on the attacked object are also present. I think that may fix Ysh's and shubla's complaints.
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Re: New Siege Implementation: Siege Claims

Postby jorb » Tue Mar 19, 2019 11:46 pm

Potjeh wrote:But yeah, 5/10 idea, needs more convoluted mechanics for more unforeseen exploits.


Considering more convolution as we speak.
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Re: New Siege Implementation: Siege Claims

Postby Potjeh » Tue Mar 19, 2019 11:46 pm

IDC how much lipstick you put on it, it's still a pig. Binary siege system in any form is always going to be horseshit.
Last edited by Potjeh on Tue Mar 19, 2019 11:47 pm, edited 1 time in total.
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Re: New Siege Implementation: Siege Claims

Postby boshaw » Tue Mar 19, 2019 11:46 pm

jorb wrote:Ok, pick this apart: The siege claim is created, within the 100x100 area, but only on tiles where claims present on the attacked object are also present.

Couldn't I just make layers of different claims to make raiding harder by requiring a siege claim per different claim ?
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Re: New Siege Implementation: Siege Claims

Postby yozzik111 » Tue Mar 19, 2019 11:46 pm

...and now those forced to rebuild their bases will set wrecking balls, creating a "voluntary" 100x100 siege claims for those who will be glad to siege them from outside.
Great success.
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