by pppp » Thu Mar 28, 2019 7:39 pm
What should decide the outcome of a siege?
- resources,
- skill,
- presence (time in game)
If any of these is taken into account then newbs are unavoidably screwed because they have no experience, way less resources and very few can outcompete bots pvp groups in terms of presence.
So the only defence for newbs is cost of siege vs potential gains, as rye130 has mentioned. Then, even with gains balancing out siege costs there is also satisfaction resulting from griefing (IDK, just guessing, but there must be something, since in every game there is a sizable griefer population), so in a basic scenario raiding a a palisaded hermit claim with a few stacks of metal and some random useful stuff, should be still a net loss, resources and time-wise.
In the OP idea I like the part where siege costs are defined by limited resource (brimstone) and defense costs are limited by grindable (bottable) resources but defense can be improved by using rare resources. What I do not like is prebuilding defensive towers minus last piece of stone and finishing these when siege begins.
I am favoring siege windows because otherwise a siege turns into nolifing competition. If someone is looking for a fight, he should try several claims and find one where defenders both defenders and attackers are available at the same time. I imagine successful defense as surviving until the end of siege window, while both repairing damage done and trying to damage siege engines. I do not expect a half-naked newb to open his gate and go outside (with master keys, ofc) and fight against fully armed pvpers. Repair vs damage race makes more sense. Basically a hermit should be able to survive 2-3 siege windows to make siege costs unacceptable for attacker. That implies fixed cost per siege machine and per day (measured as hitting a siege window).
For example siege engines should be rearmed (aka repaired) once per siege day, at any time when siege window is closed (optionally: exclude last 15-60 minutes before window opens), and used while siege window is open. Rearming here means more than just one shot, it means some amount of mixed actions (attack/move/whatever), limited per day per machine. Drying machines would be replaced by waiting until beginning of the siege window. The amount of machines defines daily cost of siege and gives defender an idea against what they should prepare. Machines unused during siege window should be rearmed anyway (to keep siege costs per day fixed). Timing of defender actions should be limited as well and building defensive engines should be prohibited within siege window. That splits siege action into two phases: preparation and actual fight creating a kind of tower defense minigame. I would aim for maximum 1 hour to break a single palisade and 1h30m for a brickwall. It is up to discussion if some minimum time to start siege shall be defined, so a siege started less than x time before siege window is postponed until next siege window. The window itself should be quite short, 4 h at max, given the defenders still need some time before it opens to build defensive machines. Drying times shall be adjusted so it is not possible to fully rebuild walls when siege window is closed.
I would like to see variable shoot range of siege machines (catapults only ATM) with varying cost (damage done to machine) and maybe varying damage as well, making it a meaningful choice to shoot deeper inside defender territory or to shoot more times with more impact.
Then to reduce binary result of sieges destroying claimed structures should be possible only with siege machines in order to make it a costly decision to drive someone out of the game.