W9 Siege System

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

Re: Siege System: W9 Even Harder?

Postby jorb » Sat Feb 20, 2016 9:37 pm

Robben_DuMarsch wrote:Ram in previous worlds: Drop and come back within 24 hours, defend as you like.

Catapult: 6 hour dry period, a minimum of 20 hours of supervision for firing and 20 repair periods. So, 26 hour minimum with players being required to supervise (at least partially) 20 of them.

Unlikely that we are going to see regional resource nodes change hands when you need to effectively camp them for so long.


Mayhaps, we'll see, I guess, but you only need to watch them for six hours before you can start dealing damage.
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Re: W9 Siege System

Postby Robben_DuMarsch » Sat Feb 20, 2016 9:39 pm

Maybe we can make regional resource nodes an exception to the shield system?

Claims that cover regional resource nodes have no shield (or vastly reduced shield), but you can't handbash and catapult shots leave vandal scents? A modification best implemented before we get too far into the world, but easily revoked later if it becomes problematic.

Worst case scenario everyone just gets frustrated fighting over regional resource claims ping ponging between owners :lol:

Would probably create a great deal of *fun*

I'm really hoping we find some interesting ways to stop the endgame from becoming stagnant, and this would probably help.


-----

Having well protected homesteads is great. Having the ability to more easily change ownership of regional nodes would probably be great too.
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Re: W9 Siege System

Postby Delamore » Tue Feb 23, 2016 12:06 pm

Robben_DuMarsch wrote:Maybe we can make regional resource nodes an exception to the shield system?

Something needs to be different for regional resources at least, so that people living in the area of them have an easier time taking and holding them rather than whoever arrived first to claim.
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Re: W9 Siege System

Postby shubla » Tue Feb 23, 2016 12:08 pm

Delamore wrote:
Robben_DuMarsch wrote:Maybe we can make regional resource nodes an exception to the shield system?

Something needs to be different for regional resources at least, so that people living in the area of them have an easier time taking and holding them rather than whoever arrived first to claim.

Everyone who has multiple ice dildos etc cool stuff disagrees in making claims easier to break.
Everyone that doesnt have (majority) say its good thing....
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Re: W9 Siege System

Postby Garfy » Wed Feb 24, 2016 5:33 pm

Consider the following: Gates are less protected by shields/soak than walls and you cannot use a charter stone to get into/out of an area unless it has a gate that would naturally allow you to enter/leave it.
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Re: W9 Siege System

Postby hobotlo » Tue Mar 01, 2016 2:35 pm

IMO
Destroying claim w/o any capital structures such as walls, houses such be a trivial matter. ATM to destroy some grief/newbclaim with a ram you need almost 2 full days one of which you'll need to be online almost whole day. Such a claim should not get their shields up till some sort of a decent construction would be placed on them. As the matter of fact - before the fix with soak on new claims we had our claim "locked" between 2 grief claims, not letting us to extend. They both will be down ofc. but it'll take much more time then expected.
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Re: W9 Siege System

Postby vatas » Tue Mar 01, 2016 2:49 pm

Garfy wrote:Consider the following: Gates are less protected by shields/soak than walls and you cannot use a charter stone to get into/out of an area unless it has a gate that would naturally allow you to enter/leave it.

hobotlo wrote:IMO
Destroying claim w/o any capital structures such as walls, houses such be a trivial matter. ATM to destroy some grief/newbclaim with a ram you need almost 2 full days one of which you'll need to be online almost whole day. Such a claim should not get their shields up till some sort of a decent construction would be placed on them. As the matter of fact - before the fix with soak on new claims we had our claim "locked" between 2 grief claims, not letting us to extend. They both will be down ofc. but it'll take much more time then expected.


I think these are good points.
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Re: W9 Siege System

Postby Kalacia » Tue Mar 01, 2016 4:44 pm

why not take inspiration from games like Dawn of war.

Make it a cappable node... you build a special "claim" that provides a claim for X period of time. The shield goes up faster the closer you are to your village idol. However the fastest it could be is ~1hour (to give people time to actually get to it to destroy it). This shield will then slowly gain more soak upto a balanced point(ill leave that down to the devs) untill X days is up, then the shield will degrade over X period of time. This period will be slightly random to add an element of mystery to the game.

Once the shield is gone, people can just walk onto the small claim and bash the shit out of the claim flag. Then make their own to start the cycle a new. The claiming itself would need some of the "harder" to get resources... say hardened leather, some linen or whatnot to stop low tech newbies claiming random shit.
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Re: W9 Siege System

Postby DamJNeT » Thu Mar 03, 2016 10:13 pm

So it won't change the the problem as in, only the HnH "pros" will be able to have those nodes... Your idea has good points, but I feel like everyone should be able to have a go at those ressources.
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Re: W9 Siege System

Postby Robben_DuMarsch » Fri Mar 04, 2016 7:47 pm

Any movement by the devs to reconsider the ridiculousness of this siege system, in favor of one more accessible?
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