Zentetsuken wrote: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.
Apart from it not being torn apart fully as most (as usual) didn't get it: Come up with a better solution to the problem then, please.
Because this topic is a stillborn since
wonder-ass wrote:the moment you lose your factory you lose the game no point in going forward you lost and will never catch back up in this infinite grind of infinite numbers. so why should we focus sieging when it will obviously ruin the game because of shitty core game mechanics?
will keep to be the final nail in the coffin of siege as something that can happen often enough to give regular fun.
Sure it certainly can be entertaining for some to make foes watch as their place burns down while their women get murdered, their kids enslaved and their animals sodomized... but that's not sustainable as having this in a world will lead to it quickly running out of victims.