Mario_Demorez wrote:That 4x4 wall would only defend their claim? Nothing outside the brick wall. The moment they finished their palisade around their entire encampment the shield would be based on a palisade. The wall that is the most outer perimeter is what determines the shield. Anything outside of this wall you do not need to siege to steal or break.
What if there are 2(3, 4, 5...) plots on the claim (of different shapes, sizes, locations, ground levels etc), one is surrounded by palisade and the other by brickwall? What is the "outer perimeter" there? It seems you mainly consider most basic design of rectangle shaped village with the wall around it, but it is not the only possible case, far from it.
Mario_Demorez wrote:A shield would stop regeneration 8 hours after it takes damage, activating the “siege”. Like I said, regen is based on the minute and not hourly, so a minute after the 8 hours is up the shield would start regenerating. The moment you damaged the shield again after the 8 hours is up another 8 hour break would start.
The OP lists this number as 1 hour. I will assume that "8 hours" is correct number and advise you to fix OP.
Mario_Demorez wrote:What would this accomplish? You’d have to have access to someone with higher combat stats than your character you’re trying to buff. And depending on the difference in stats is what determines tha mount of stats the buff would give. If you raid a place with an alt with 10 combat stats and the characters on the claim have 20 stats they would get no buff.
No, if you are comparing sums you don't have to have higher statted character. For example, you are hermit with 50 strength and want to craft some blacksmithing goods, but your stats will cap these products. You build wrecking ball and slightly damage your own shield, then you proceed to spawn 10 alts with 10 strength each and remove permissions from them. Now the game thinks that you are being sieged by force of 100 total strength and give you the strength buff to craft those goods.
This point apparently isn't a problem if you apply certain change which is mentioned later, but as written in OP it will absolutely work.
CaddoPuma wrote:There is no potential for abuse in this matter for a number of reasons. 1) The buff is bound to the VClaim or PClaim which is under siege. Chars on other claims owned by the defenders will not be buffed as a result of "the main village" being besieged. 2) The buff is not a permanent value applied at the beginning. It's a variable based on a constantly updated difference between the "fighting stats" of the defender(s) vs those of the attacker(s). 3) The buff only applies against player combatants. The defender's stats will remain the same as ever vs mobs, even if fighting a mob on the besieged claim at the same time as the siege.
Points 1 and 2 I already assumed to be true and they are irrelevant to the source of my concerns. Point 3 does fix potential to apply buffs for crafting and PVE purposes. However, first of all it was not mentioned in OP at all (and neither it is obvious), and second it creates a precedent of some buffs applying only in some very specific situations and with it a number of problem of presenting it in intuitive way. I am not saying it can't be done, but design-wise it is not trivial.
CaddoPuma wrote:This seems to me to be a specious argument, as the defender's buff (Righteous indignation, as I like to call it) is capped at +100% of each combat-related stat of each defending char.
So what? Let me give you an example of my own : Attacking team has 5 players at initial siege. Each player has 500 Melee. So this team has a total of 2500 MC. Defenders also have 5 people who also have 500 melee each and total power of 2500MC. Looks like an even fight. so the system will not grant any boost to defenders. Now defenders exclude 3 of their people from group which have permissions on their claim, which is done in approximately 2 seconds. The system suddenly find that there are now 8 "attackers" who don't have permissions on sieged claim and the power balance is 4000MC vs 1000MC. Clearly, this asks for drastic buffs to remaining 2 defenders, who will get +500MC each. In reality defenders now got +1000MC of power for free and proceed to whoop attackers with ease. Yo can also easily add alt spam to this scenario.
CaddoPuma wrote:There must be a method by which if a defender comes on and finds the attackers inactive, said defenders can make repairs at a limited rate, just as the damage is done at a limited rate. That way, the final outcome is not a foregone conclusion, but a result of who was most effective at being there and protecting their interests.
As was already said such method was not mentioned in OP at all and therefore it is hard to critique without having the concrete proposal. However, I suspect that generally it would basically drag out siege against active defenders far more than the numbers in OP suggest. And probably would be considered to be too much effort overall, which is basically what we have now.
Mario_Demorez wrote:You have to break the outer wall to commit crimes no? To break the outer wall you have to destroy the shield. It might not be around the claim but more to do with visitor debuff but something is there.
No, generally speaking, you don't have to. There are not any hidden systems there which track wall contours or any such thing. There is just "visitor" mechanic, which is not hard to understand at all, and is generally have nothing to do with sieging.