Zentetsuken wrote:I'm pretty sure the winner is solely determined by who is able to get the most brimstone
Under ideal conditions, ye. In practice so few people have engaged with siege mechanics that even people you would expect to be competent make really basic mistakes & the current system can actually be pretty punishing for making mistakes, especially as the attacker. I remember sieging freedom last world I made something ~15 catapults, and they made like double or triple that and I didn't lose a single catapult even though they had the archery tower advantage.
For major sieges attackers get a kindof big advantage in that they get to start collecting brimstone before the defenders even know anything is going to happen. It's very balanced out, or moreso super outweighed by the fact every major village is super compartmentalized with curtain walls... So you functionally have to win like 10 consecutive cata fights in a row, while still defending the ram during the not-cata-fighting time period.
For small scale/pleb sieges you gotta factor in incompetency, but also archery towers/catas are low key extremely annoying to deal with, mainly because of randomness. There have been times where I have had a 24h dry ram 29 tiles from somebody's wall, built 6-7 catapults and had them all be lower range than archery towers, and just given up because I didn't want to go to the effort of getting more materials... Especially when it often means your schedule is fucked, and your ram is going to start taking decay hits before it gets to the second or third wall.
I think there are a lot of minor changes that would be a huge improvement to siege, mainly reducing randomness & timers between shots/movements - but it would be a waste. The core issue behind the lack of sieges in haven is a social one. There are like 1,000 players, and everybody knows somebody. Inevitably somebody from both factions will find out, and it'll just turn into bored faction members fighting each other.
This kinda ruins pleb sieges IMO, because neither the attacker nor the defender really has an effect on if they win beyond the cata fight, and that only matters if they're attacking. If one side calls a faction and the other doesn't, the side that didn't call a faction loses. If both sides call a faction it may as well be random for them.
For major sieges, it's basically impossible for the attacker to win vs. large faction willages. Even if their side is stronger generally, the disparity needs to be RETARDED for them to win because they don't get to choose when the fight happens. Obviously the side that's like "hey, everybody show up at X time for an hour during the enemy's off peak" is going to have a higher portion of their guys come than the side that asks "haha everybody be on call to fight at any time of day for the next week".
With the above in mind, I would be pretty against any major changes to siege because I highly doubt they will affect the core issue with siege that is the two-factions-dominate-nobody-else-even-exists paradigm, so it would be a waste of dev time.