jorb wrote:Potjeh wrote:Anyway, please read at least the first chapter of
Code Complete. It's free, it's well written and it's insightful. Come on, what do you have to lose

A self-help book presenting abstract solutions to abstract problems, spending a lot of time simply dwelling on, and analyzing said abstract problems, to then present platitudes as solutions. Trying to learn how to write good code by reading books like these are like trying to learn how to ride a bicycle by reading a book about it.
And reading an anatomy book to learn about surgery is also like reading a book to learn to ride bycicle, amirite? Because intellectual pursuits are exactly the same as muscle memory tasks. Hubris, thy name is Jorb. How can you learn anything if you think you're already smarter than everyone else? Dismissing wisdom of people with a lot more experience just sets you up for reinventing the wheel over and over again. Along the same veins, your "feel free to come up with better suggestions" isn't a genuine invitation, it's a challenge meant to prove how you're smarter than anyone here because your ideas are better, as you usually just dismiss player suggestions without giving them much consideration. Inb4 banned from forums again for wounding Jorb's ego (you guys should really put that in forum guidelines).
loftar wrote:To begin with, I wouldn't go so far as to say that "shell obviously isn't working". It could honestly be worse. For all its flaws, I don't think the siege system of the last world was totally bad. Improving in-depth defense is definitely desirable, but I do have to admit I don't consider it totally critical, or that any system that doesn't significantly improve on that aspect isn't even worth considering.
I disagree entirely with this assessment. I'd say the current siege is every bit as unfair to the attacker as base "defense" was unfair to the defender back in world 1. And I'd say that defense in depth *is* critical, because as Avu points out hearth vaults are stronger than real villages. This is a problem that's plagued H&H since walls were first implemented, and has had an enormous negative impact on the playerbase.
loftar wrote:I haven't found anything reasonable to copy either, though.
Have you played Rust? Obviously the genre differences make direct copy impractical, but they have a lot of solid principles that you could apply in your own design:
- High material cost of raiding coupled with imperfect information makes raiding a risky proposition and limits the number of bases you can raid. They suffer from the problem of stockpiling raid resources, though, but your implementation of decaying resources seems like a good solution to the stockpiling problem.
- Placing traps as defender and overcoming them as attacker is a contest of skill between the two parties that happens even if the defender is offline. Well-placed traps can cause the attacker to lose a lot of valuable resources quite suddenly, and according to their roadmap these resources are going to be transferred to the defender even if he's offline.
- Larger bases are harder to raid because defense strength is of similar consistency throughout the base rather than concentrated in the outer shell. This solves the problem of hearth vaults.
- Material upkeep makes optimization of defense superior to just bruteforcing it. In Haven terms, you can solve the problem of palisade layering by having them require upkeep in glue which rises with the number of palisade tiles on claim at a faster than linear rate. Ain't nobody gonna stack five palisades if it means they have to feed the claim twenty glue per day. This also places a limit on how many separate palisaded bases you can have, so it alleviates the problem of hearth vaults and palisaded local resources.
- Consistent toughness throughout a base makes total destruction raids an impractical proposition. Most bases are recoverable after raid. Sure, they can grief it with a walled in TC, but you can destroy this wall and reclaim the base. Griefing it to the point where it's impractical to recover would require investing almost as much resources as the base itself is worth.