There are some questionable moments for me.
First:
Mario_Demorez wrote:Instead of having a flat amount of shield for every claim make the shield amount based off the type of outer wall.
Palisade- 75000
Brickwall- 150000
Mario_Demorez wrote:At the moment something in the game lets a claim know that a complete wall is around the claim. So I’m sure it wouldn’t be to hard for loftar or jorb to make it see if it’s a palisade or brick wall that is creating the enclosed area.
But there is no such thing in the game as far as I am aware? So how does this work exactly? And apparently claims without closed contour walls are/will become shieldless?
Also this
DDDsDD999 wrote:All someone would have to do is put a 4x4 brickwall around their claimpost and then they can just go back to making their actual wall with a palisade.
Second:
Mario_Demorez wrote: However, make it where after damaging a shield the shield will not regenerate for 1 hour. This does not stack. Can only be reapplied after the first hour is up.
Ok, so if one raids a claim for 8 hours straight, then it will not regenerate for 1 hour after, right? Then what does this mean:
Mario_Demorez wrote:The regen stopping after 8 hours of taking damage makes it possible for people to take breaks and go to sleep.
Is the break/sleep implied to be 1 hour long or? Because I don't see how it is meaningfully different from how it works right now in regards of allowing breaks in siege. Or was it meant to stack after all so that after 8 hours of sieging regeneration will stop for hours as well?
Mario_Demorez wrote:But it just makes the raid take a longer time total but spread out over several days. Instead of spending 10 hours straight raiding you spend 4 hours a day for 3.5 days raiding. Which is about 14 hours vs 10 (not including the time for drying).
This is not a counter argument to this, but you really should include the drying time and then some when you consider such scenarios. Adding minimal 1 hour drying time and about 1 hour of preparation/travel/building to each sieging attempt skewers these numbers to 22 hours vs 12, which is significant difference. And those times are unavoidable as it currently stands, as you have to be present during drying time when sieging anything non-abandoned and alarmed.
Overall, I find the first part of proposed changes to be slightly better but very similar to what we currently have. Which is fine in itself, but I believe devs mentioned the intention to implement something without shields altogether, and so chances are this idea may be found to be not attractive enough to implement.
Now onto the stat buff change.
The first way to cheese this system I found is the ability to symbolically raid oneself for the stat buffs. You can temporarily double the strength of your crafter, or set up small claims on the mountain to cheese mammoths with double stats on your tank character. Granted, these may be not significant enough and there are currently more efficient ways to cheese PVE encounters, but the potential of abuse is there.
Secondly, if comparison considers total sum of certain stat of all characters on the claim then it basically incentivizes defender to spawn inside as much alts as possible without giving them perms, thus skewering numbers to their advantage regardless of actual stats ratio. If comparison would consider average scores of all characters, then similarly you spawn a lot of alts but give them the perms this time. Even without alts, in a scenario where, for example, there are 5 attackers versus equally statted 5 defenders the first defender would do would be to remove perms from 3 people of theirs, granting big stat boost to remaining 2.
And there is vaguely threatening possibility of instantly knowing when someone steps on certain claim, by sieging it yourself and automatizing reading of buff numbers on naked alt with reporting any such occurence to nearby death squad.