New Siege Implementation: Siege Chess

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

Re: New Siege Implementation: Siege Chess

Postby loftar » Wed Mar 27, 2019 11:37 pm

bmjclark wrote:Would rolling the ram then repairing or w/e cause the "charge" to reset?

Absolutely not. Keeping the charge when rolling is half the point.

DDDsDD999 wrote:Pretty much every siege I've been a part of has had to relocate at some point, because RNG with defensive catapults just ends up destroying the attackers eventually.

I would imagine that the effects of catapult RNG would be more equal between offenders and defenders given that catapults "can't" be kept indefinitely.
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Re: New Siege Implementation: Siege Chess

Postby boshaw » Wed Mar 27, 2019 11:40 pm

loftar wrote:
bmjclark wrote:Would rolling the ram then repairing or w/e cause the "charge" to reset?

Absolutely not. Keeping the charge when rolling is half the point.


How far away will a deployed ram alert a claim when deployed? How many tiles can I move it per hour?
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Re: New Siege Implementation: Siege Chess

Postby loftar » Wed Mar 27, 2019 11:42 pm

boshaw wrote:How far away will a deployed ram alert a claim when deployed? How many tiles can I move it per hour?

Certainly up for debate. My suggestion might be that a ram can move 7.5 tiles per (RL) hour, which is 180 tiles per day. I imagine the alert would reach as far as the ram can move in 24 hours. I would imagine a catapult would be slower, perhaps 4-5 tiles per hour, or so.
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Re: New Siege Implementation: Siege Chess

Postby Amanda44 » Wed Mar 27, 2019 11:45 pm

I think this sounds good on paper, seems fair and engaging to both attackers and defenders ... ofc those that actually do sieging will be able to give a better critique in terms of whether it would actually work that way, just wanted to say it sounds good. :)
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Re: New Siege Implementation: Siege Chess

Postby rye130 » Wed Mar 27, 2019 11:52 pm

I guess it seems better than anything we've seen since the actual siege portion is a little more engaging. I don't think siege can really ever be fun and good though until its not so punishing for the loser.
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Re: New Siege Implementation: Siege Chess

Postby rye130 » Thu Mar 28, 2019 12:12 am

jorb wrote:Archery Towers have some minimum distance enforced between them, and do not require brimstone to construct


Can I as the attacker just build an archery tower against the defenders base to prevent them from being able to use archery towers because of that minimum distance?

Or is that minimum distance very small and meaningless?
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Re: New Siege Implementation: Siege Chess

Postby loftar » Thu Mar 28, 2019 12:13 am

rye130 wrote:Can I as the attacker just build an archery tower against the defenders base to prevent them from being able to use archery towers because of that minimum distance?

Or is that minimum distance very small and meaningless?

It's a good question, but for sure it's not meant to be a big distance. Perhaps 5 tiles or so. It's mainly just meant to deter utter spamming of them, and building walls of them. We've also considered if archery towers, like walls, should be outright impossible to build on foreign claims.
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Re: New Siege Implementation: Siege Chess

Postby Kaios » Thu Mar 28, 2019 12:20 am

Can't figure out what there is to complain about yet so that's a pretty good sign. :lol:

I also like the idea of archery towers too.
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Re: New Siege Implementation: Siege Chess

Postby jock » Thu Mar 28, 2019 12:38 am

MrVuleXX wrote:Why not? The game has a big hammer. If you have enough strength, why not be able to break the walls? Say, with a force of about 500? Slowly, but possible.


This used to be a thing but it killed the player numbers SOOO Hard
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Re: New Siege Implementation: Siege Chess

Postby DDDsDD999 » Thu Mar 28, 2019 12:40 am

How would sieging an island vault work? The rams would be forced right up next to the walls, and I assume they would basically eat as many archery tower shots as the defenders build.
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