Some thoughts on Siege

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

Re: Some thoughts on Siege

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

jorb wrote:
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?

Because of how the system is currently. If you have an alt check for rams, then you always safe.
That makes it an uneeded expense.
Last edited by overtyped on Tue Dec 08, 2015 10:10 pm, edited 1 time in total.
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
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Re: Some thoughts on Siege

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

IMO best would be forcing minimal spacing between objects and allowing wall scaling.
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Re: Some thoughts on Siege

Postby warrri » Tue Dec 08, 2015 10:11 pm

jorb wrote:
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?


Because its fucking annoying to build a wall and no one is ever gonna ram you anyway unless your name is zox and you are literall retarded and declare war the day before you go on a vacation and be unable to check for rams.
Last edited by warrri on Tue Dec 08, 2015 10:13 pm, edited 1 time in total.
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Re: Some thoughts on Siege

Postby Onep » Tue Dec 08, 2015 10:11 pm

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


Because it's unnecessary for the most part. You can easily prevent a ram by checking your one wall. Although, a lot of cities keep important industries in their own brick-walled plots inside of the main city wall. So it is done that way, just not large concentric walls.
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Re: Some thoughts on Siege

Postby jorb » Tue Dec 08, 2015 10:13 pm

Ah, right.
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Re: Some thoughts on Siege

Postby overtyped » Tue Dec 08, 2015 10:13 pm

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


Because it's unnecessary for the most part. You can easily prevent a ram by checking your one wall. Although, a lot of cities keep important industries in their own brick-walled plots inside of the main city wall. So it is done that way, just not large concentric walls.

If jorb wasn't a sprucecapper, he would know this.
Also Jorb won't introduce any reincarnate catch up mechanism because he doesn't know how the game works.
If you grind for 6 months and die, you aren't catching up, and you won't have the will to do so. That's why people quit
In jorbs case, if he plays 1 hour a week, hes totally fine with dying with his shitty sprucecap.
Last edited by overtyped on Tue Dec 08, 2015 10:17 pm, edited 5 times in total.
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
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Re: Some thoughts on Siege

Postby APXEOLOG » Tue Dec 08, 2015 10:13 pm

First of all
jorb wrote:There are a million little details for the devil to hide in.

and every detail can be exploited or fix the exploit.

So let's start.
1. I understand why you want the siege process to be interesting, maybe different each time, but we have one problem - people are lazy. Best (the most rational) setup will be found and it will be userd forever. Right now i think everything except rams are useless, because it's not reliable way to get through walls.

2. 6 hours ram cooldown force attackers to login every 6 hours, also for sure there should be more then one person or he can be easily killed. So attackers are forced to have X ingame people every 6 hours. That's sucks.

3. Defenders are forced to have at least one active person every 8(?) hours. Sounds ok for big village.

4. This siege can be endless? That's not fun =/

5. Let's talk about some abuses and counters:
(1) Abuse: I will build 2(3, 4...) rams and use them to siege one wall fragment. All siege itself pointless.
(2) Counter to (1): We'll make it so, that wall fragment can be damaged only once during the period.
(3) System fail because of (2): Since one fragment can be damaged once during the period, catapults and other things are useless (they can't damage this wall fragment)
(4) Another counter to (1): We'll make it so, that you cannot destroy/relocate ram after breaking wall once, so you will not be able to hit wall with new ram.
(5) Abuse to (4): Catapult spam?
(6) Counter to (1) and (5): You can only damage wall fragment once per siege type during the period
(ok now i should think more then 10 seconds to find an abuse)
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Re: Some thoughts on Siege

Postby CSPAN » Tue Dec 08, 2015 10:16 pm

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Re: Some thoughts on Siege

Postby Asgaroth22 » Tue Dec 08, 2015 10:19 pm

overtyped wrote:Jorb won't introduce any reincarnate catch up mechanism because he doesn't know how the game works.
If you grind for 6 months and die, you aren't catching up, and you won't have the will to do so.

This. If the game doesn't offer some kind of catching-up mechanics, sieges are going to be a fail, because:
-Either both faction's characters will be killed quickly (if you want to encourage being logged on the same time and forcing them to fight)
-or both factions end up using disposable alts, which won't be fun, just tedious.
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Re: Some thoughts on Siege

Postby evangili » Tue Dec 08, 2015 10:21 pm

Rip casual hermits (me too)
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