New Siege Implementation: Siege Chess

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

Re: New Siege Implementation: Siege Chess

Postby rye130 » Thu Mar 28, 2019 4:38 am

Potjeh wrote:How about borrowing an idea from AoE: siege workshop. Basically several tiers of fairly expensive structure, and to build stuff more advanced than ram you need a corresponding tier of siege workshop close to construction site. Worthwhile to make top tier to siege a large town, but wasteful to make it for a small hermit claim. Also gives opportunity for the defender to inflict significant damage to the attacker.


First thought of how I'd abuse that is extending my village claim super far out so that they have to build the siege workshop really far away from my wall, preventing or heavily discouraging the use of anything but rams.

The problem is noobs almost always have the least optimal set ups for dealing with raids, making them easy targets if the mechanics for breaking walls are forgiving for the raider. And most attempts to make it more difficult for raiding noobs, make it exponentially more difficult to raid bases in the optimal set up.
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Re: New Siege Implementation: Siege Chess

Postby abt79 » Thu Mar 28, 2019 4:40 am

So basically if one faction were to claim and wall all the world’s brimstone they would be the only group ever able to seige or defend from seige?

Found a new end goal for myself, nice
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Re: New Siege Implementation: Siege Chess

Postby Embers » Thu Mar 28, 2019 5:31 am

Catapults should also be forced to have some range between em. Otherwise one could just build ten in one archers tower range and defenders woudnt Last for long
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Re: New Siege Implementation: Siege Chess

Postby Lojka » Thu Mar 28, 2019 8:42 am

1. wait enemy to go sleep
2. build ram and catapult near wall
3. 8 hours later
5. if enemy build tower - you kill it with catapult, as your catapult already dryed
6. you just check this every hour or so, so all towers are usless
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Re: New Siege Implementation: Siege Chess

Postby Lojka » Thu Mar 28, 2019 8:53 am

One more idea:

maybe arrow tower do not destroy ram (with arrows, ram...) but rather extend it's "charging"

player A build ram at 00.00 (it will be ready next day at 00.00)
player B wake up at 08.00 and build arrow tower
at 09.00 tower ready to fire and start attacking ram
at 11.00 tower already fire at ram for 2 hours (it is like, arrows fear the engineers that build ram)
now ram will be ready only at 02.00

if arrow tower will still attack ram, it will be destroyed after 48 or so hour period ?

so attacker need to accumulate 24 hours of ram not being attacked by towers, it could be 8 hours first day, and 16 second
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Re: New Siege Implementation: Siege Chess

Postby Sevenless » Thu Mar 28, 2019 12:38 pm

xdragonlord18 wrote:As a bot powered player I welcome these resource based siege mechanics :^) Invincible base here I come!


Do any of the factions that actually siege people not bot at this point?
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Re: New Siege Implementation: Siege Chess

Postby Avu » Thu Mar 28, 2019 2:14 pm

So what does the attacker have to lose in case of failed attack? A tiny bit of materials? What does the defender? Everything? Oh yeah sounds balanced already.
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Re: New Siege Implementation: Siege Chess

Postby Sarge » Thu Mar 28, 2019 3:23 pm

Avu wrote:So what does the attacker have to lose in case of failed attack? A tiny bit of materials? What does the defender? Everything? Oh yeah sounds balanced already.


And how do you propose an attacker to ever have a chance at success if you are forever biasing the defenders? Don't forget that criminals and assholes are also defenders when the justice army tries to exact retribution.

In my experience, for the longest time there has been little to no attackers because they have no chance or the effort is just ridiculous. This aims in large part to try and shift that balance. You're not even willing to look at it in action and you're already shutting it down? How about adding suggestions instead?
Last edited by Granger on Thu Mar 28, 2019 6:27 pm, edited 1 time in total.
Reason: Slander removed, user warned.
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Re: New Siege Implementation: Siege Chess

Postby pheonix » Thu Mar 28, 2019 3:30 pm

Building off other ideas we've seen, this is my idea. theres alot of fine tuning missing but this is a rough draft to see if anyone likes it.

Attacking force arrives and builds a siege camp, a new building object that projects a small claim 50x50 of its own and is ready in 12 hours and is fueled by brimstone to maintain it. Gives a bond to the builder so they can set up like a pclaim.
Siege camp projects a 3x3 minigrid of "war", no walls can be built or repaired.
Siege camp allows construction of siege level weapons: (bare in mind they dont need brim to make and if one falls you can build another straight away and dont decay per hit)

Catapult

Current catapult we have but can deal damage to everything and walls but more effective against people houses and other war machines.

Basic ram (current one)
one person uses this ram and does pitiful damage but if left alone can do the job of taking out the wall.

Steel ram
(adds a shield over it like in aoe2 to increase its strength and can have 4 people in it at once).
The main source of damage to a wall as it requires at least 2 people to use, first person in it drives it. the ram has more hp then all others due to steel used on it and is designed to sit at wall protecting fighters from all attacks while they wail on the wall.

Trebuchets
can only be built on siege claim and have a long range 50x50 take alot of stone to fire and 30 minute cool down.
designed to suppress attackers/defenders siege camp and weapons or focused on attacking the walls.

Each siege camp can produce 6 of any type of siege weapon and they decay fast if off the siege claim.

"WAR" claim
war claim is like a realm buff over an area indicating a siege is in progress. the longer a siege the buff to siege weapons damage at 1% per hour the longer the siege lasts the stronger each sides weapons until breach is inevitable and people actually have to fight each other or run away.

Siege camps built add 3 hours to timer if built before claim is up to a maximum of 12 additional hours. if claim is ready they become active immediately. Expensive but possible to push timer to control when you wanna start the sieging. Once the first siege camp that was built is destroyed then siege is over and all other camps and weapons stop moving and decay.

Each wall type plays into how the siege goes.
Palisade 2500 hp / Brickwall 7500 / Rampart wall 15000.

Walls should be a reflection of the effort to the defender has to protect themselves and the cost should match that. where a palisade is piss easy to spam a brickwall takes up to a day of non stop work for a small base to cover so in order of that a rampart wall should cost a massive amount and provide a ton of defense and protection. Think of its design like this:

3 Tiles wide made of stone bricks, boards, glue, steel and blocks per each section and is built as a 3x1 at a time. its 2 meters high and you can jump up on it like a cliff and shoot from it and be shot at. Eventually maybe allowing us to built balista on them to defend during a siege.

Timeline of a siege:

Attackers arrive and build camp and build siege camp. Most people would setup a pclaim before a proper siege with walls before building a camp.
6 hours in the defenders wake up and realize oh fuck.
gather materials and build their own camp near the siege camp. 3 hours added to timer now 9 hours until battle.
materials are gathered and each siege waits for the attack unless they go out and try and fight before it.
the 6 siege machine limit comes into play here as each side can decide how to face each other.
We have multiple strategies such as:
the attackers going 6 steel rams and bruteforcing through with enough people or
go for a balanced attack with 2 trebuchets to take out enemy catapults or aim at their siege camp 3 catapults to defend and 1 steel ram or
spam basic rams to slowly whittle away at the wall.

Defenders:
catapults to defend and trebuchets to take out enemy trebuchets and siege camp or
6 trebuchets to bombard the enemy camp and try and take it down as fast as possible before the rams break through.
etc.

the battle rages on and we say the attackers breach the wall now they can loot and smash all they want and build more camps inside the base and spam warmachines and break into everything and destroy idol.
OR
the defenders hit the siege camp and it is destroyed all machines on the attackers stop and the defenders machines still work but will start to decay so they can use them to fire and push the attackers back.
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Re: New Siege Implementation: Siege Chess

Postby Raffeh » Thu Mar 28, 2019 4:18 pm

Im sold with a few tweaks.

I think sometimes to really find out all the ins and outs is just to try it. Can’t please everybody, surely by building a bigger base with more walls should be the way to defend your base better. I means it’s litterally every game I can think off who do raiding well. People build multiple walls it’s the way it is... especially with how cheap palisade is. I would acctually be all for making palisade more expensive.

If you are the defender surely you should have stockpiles of materials already. So you should be able to outlast any attackers who have to spend a depleting resource to get in... still gives the defenders a huge advantage. Which is what you want but allows for for a reasonable way to pursue a raid.

Good job. Stick it in. Keep a eye on feedback and alter accordingly.
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