Some thoughts on Siege

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

Re: Some thoughts on Siege

Postby jordancoles » Tue Dec 08, 2015 11:50 pm

Crime debuff and outlaw makes this prolonged siege impractical. If I have to go redhanded every 4 hours, and then either afk in the open until the next damage tick, log out and hope for the best on outlaw, or port home then run back, I likely just won't even bother unless they're my neighbour

Similarly, this gives more strength to vaults and multiple bases

If a village were to make individual plots 20 minutes from eaxhother it is essentially unraidable in any meaningful way

But by all means, continue. We need SOMETHING
Last edited by jordancoles on Tue Dec 08, 2015 11:55 pm, edited 1 time in total.
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Re: Some thoughts on Siege

Postby overtyped » Tue Dec 08, 2015 11:54 pm

jordancoles wrote:Crime debuff and outlaw makes this prolonged siege impractical. If I have to go redhanded every 4 hours, and then either afk in the open until the next damage tick, log out and hope for the best on outlaw, or port home then run back, I likely just won't even bother unless they're my neighbour

I think that might be a good thing. It would force you to set up a forward base, if you want to siege someone who is far away.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Some thoughts on Siege

Postby loftar » Tue Dec 08, 2015 11:55 pm

warrri wrote:the goal shouldnt be to break into a town to destroy everything they have built in months within an hour

That is basically what is possible right now if you actually do manage to break in, though.

jorb wrote:[...] raze a settlement entirely if you so desire, but which require you to put up consistent effort over several days in order to actually do so.
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Re: Some thoughts on Siege

Postby jorb » Tue Dec 08, 2015 11:56 pm

Potjeh wrote:You guys still seem to be stuck on this concept of wall breach being the victory condition after which you just raze everything to the ground. What's really needed is to make the effort required to destroy shit equal to the effort that was required to build it. Walls would then be just for protecting actual characters, and in any siege system should give you enough warning to avoid logging in your crafter and log in your fighter instead. Well, for the latter we'd need some kind of anti-camping mechanics so attackers can't just sit in your town all day and wait for you to log in. Maybe some kind of defensive towers, or kennels periodically spawning war dogs or something like that.


I think one of the points of the diffused time gates would be precisely to provide a diffused inertia to the claim and everything on it, so as to, indeed, move away from single point of failure.
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Re: Some thoughts on Siege

Postby jordancoles » Tue Dec 08, 2015 11:57 pm

overtyped wrote:
jordancoles wrote:Crime debuff and outlaw makes this prolonged siege impractical. If I have to go redhanded every 4 hours, and then either afk in the open until the next damage tick, log out and hope for the best on outlaw, or port home then run back, I likely just won't even bother unless they're my neighbour

I think that might be a good thing. It would force you to set up a forward base, if you want to siege someone who is far away.

And then the defenders are expected to deal with the threat at hand first, and then remove a low-effort 10x10 brickwall from their grid using the same painfully slow raiding process before they can move on to more meaningful revenge by using the same method to their attackers
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
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Re: Some thoughts on Siege

Postby _Gunnar » Tue Dec 08, 2015 11:58 pm

overtyped wrote:
jordancoles wrote:Crime debuff and outlaw makes this prolonged siege impractical. If I have to go redhanded every 4 hours, and then either afk in the open until the next damage tick, log out and hope for the best on outlaw, or port home then run back, I likely just won't even bother unless they're my neighbour

I think that might be a good thing. It would force you to set up a forward base, if you want to siege someone who is far away.


You possibly will want a forward base to protect your catapults, anyway.
Also you can build roads. Everything about this suggests that sieges will need a lot more setup than just leaving a sneaky ram. Making lazy bandits have a harder time razing someones village is imo a good thing.
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Re: Some thoughts on Siege

Postby DDDsDD999 » Wed Dec 09, 2015 12:00 am

Avu wrote:You mentioned losing is fun. Well it's fun in dwarf fortress where you're at most a few days into a fortress and then the hordes overun your shit and then you start over and the world is reset Well when you die in haven 6 months in everyone else is still 6 months ahead. The will to rebuild shit that will never quite be as good as the other peoples is rarely there. Alts and a well setup town will keep the bullshit permadeath pain to bearable levels for character loss but once you lose your town it's game over. This game is incredibly incredibly high time investment if you play it anywhere near how it needs to be played to be competitive. (I know you have no clue about this jorb, come live in a town spiral metal, build a town wall line, do silk for the entire town, do flax for banners, have 70 animals to have enough maws for a nice cheese production)

This so much. You can laugh at a raid that just ruined a few days of work. Months of work being destroyed changes it completely. As it is, I don't see how being raided and losing months of work could ever possibly be a fun experience, adding some timers and turning it into yet another chore timer won't change that.
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Re: Some thoughts on Siege

Postby CSPAN » Wed Dec 09, 2015 12:05 am

I think a siege should cost a massive amount of resources and should be time extensive. But if it takes to long, whats stopping people from hoarding alts. For instance someone knows they will lose, pretty early on at the sight of a siege, especially in the case of villages of small numbers and hermits, it would almost be necessary for these players to have enough alts to stash all of their valuables on them and just log off waiting for the storm to pass. Of course its a thing now, but with this elongated system, wouldnt it be easier? Maybe Im a little naive, considering Ive never really been a part raids and thankfully havent fallen victim to it(yet) What if an act of siege put everyone in the village into combat? Hindering the ability to just dip and abuse alt vaults (or at least attempt to do so).
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Re: Some thoughts on Siege

Postby _Gunnar » Wed Dec 09, 2015 12:08 am

Maybe each act of destruction should be more costly for the attacker than the last, idk
Of course that would just open up the possibility that you can defend yourself absolutely with enough blocking objects...
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Re: Some thoughts on Siege

Postby warrri » Wed Dec 09, 2015 12:15 am

loftar wrote:
warrri wrote:the goal shouldnt be to break into a town to destroy everything they have built in months within an hour

That is basically what is possible right now if you actually do manage to break in, though.

jorb wrote:[...] raze a settlement entirely if you so desire, but which require you to put up consistent effort over several days in order to actually do so.


I know and thats bad. The only reason it's not currently happening (often) is that right now you just choose any point in time when the sieging party isnt active and destroy their ram and youre gucci. It's pretty much impossible to get inside an active town.
Maybe i misunderstood the part about smashing the siege engine, can you elaborate on that. If i, as a defender, smash the siege engine, is it completely gone or can they repair it and continue bashing straight away after the timer?
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