New Siege Implementation: Siege Chess

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

Re: New Siege Implementation: Siege Chess

Postby MooCow » Fri Mar 29, 2019 7:57 am

MightySheep wrote:
Image


This general idea of multiple big outer walls is not uncommon. Raiding it doesnt seem within the realm of reality to me but im not as autistic as HH seemed to be last world so I guess you have to judge by the most extreme case scenarios.

I'm all for this change but still seems basically impossible to raid actual villages. Especially with numbers like 32 hours for brick walls.

Next to F&I was another village Cydathria:

Image



This is why it was so funny when all those people started getting pissed that they can't upgrade their walls because "they built based the system in the beginning of the world". The original system obviously pointed to using a double, or triple wall. I, from an aesthetic standpoint, really liked layers bases, but never build they myself because I am a noob and don't have time or space for that stuff
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Re: New Siege Implementation: Siege Chess

Postby Mechant » Fri Mar 29, 2019 2:52 pm

I don't get it, this whole Siege Change idea was suggested by someone who had political clan war issues, how will this affect the sieging between big clans with multiple layer already build up and tons of people actively building Archery Tower. It will still literary be impossible to Raid.

This will only help sieging small bases and make them quit the game or force them to join a big clan next time.

What does Attackers have to lose only few ingredients and Brimstones.
What does Defenders have to lose their whole base that they have been working on for several months now.

This whole Siege Implementation sounds like to me join Zergs or Stop Playing the game.
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Re: New Siege Implementation: Siege Chess

Postby Hrenli » Fri Mar 29, 2019 4:05 pm

stickman wrote:I think you need to look around at the different continents and realize that some areas literally have NO brimstone at all.


Errr.... It's not that uncommon actually. Especially if you look underground.
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Re: New Siege Implementation: Siege Chess

Postby Ocerion » Fri Mar 29, 2019 5:12 pm

Not entirely sure I understand one thing, you say the siege engines expire after a set amount of time. Does this mean they cease to function without brimstone, or that they cease to exist? Anyhow, and mostly unrelated, this would be a fantastic idea if the archery towers just exist until destroyed, as they're defensive and for some of us thats gonna be the sole way we can defend our village due to not having dozens of people using dozens of bots to collect us shitloads of resources to defend against bored people. Also puts a dent in the problem of "Whoever walls off the most brimstone..." crap. Just a dent, doesn't really fix it. Clearly.
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Re: New Siege Implementation: Siege Chess

Postby Buffalo_Bill » Fri Mar 29, 2019 7:09 pm

i don't think any reasonable group would waste the time raiding some random village unless they were inactive, were given a reason to, or they know your hording valuable metals.
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Re: New Siege Implementation: Siege Chess

Postby rye130 » Fri Mar 29, 2019 8:01 pm

Buffalo_Bill wrote:i don't think any reasonable group would waste the time raiding some random village unless they were inactive, were given a reason to, or they know your hording valuable metals.


Plenty of reasonable groups will do it. It doesn't take much effort to build a ram, have a bot log in 1 time an hour to check if there is an archery tower in range, handbash it if it is. Then you have the couple hours of active play where you move the ram to the wall. If they throw up tons of defenses, you give up and lose hardly anything. If they don't you raid their base and take all their shit.

Its wayyyyyyyyyyyyyyyyyyyyyyyy easier than the current system, way less effort for the raider, and way more involved for the defender.
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Re: New Siege Implementation: Siege Chess

Postby MasterRacer » Sat Mar 30, 2019 11:29 pm

Just implement reinforcement timers like in EVE-online, 2 reinforce timers for pallisade, 3 for walls for example and thats it. Attack time windows are preset in claims by owners.
You can attack at any time, but next time to bring it down|further reinforce you will need to show up on reinforcement timer. In that case siege weapons don't need dry-time. just place it anytime to reinforce, then proceed to next timer.
Will also need a tweak so that after you break first wall, all others will be able to be demolished immediately.
I that scenario it equalizes the attacker and the defender pretty much.
Thank you.
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Re: New Siege Implementation: Siege Chess

Postby Sevenless » Sat Mar 30, 2019 11:57 pm

MasterRacer wrote:Just implement reinforcement timers like in EVE-online, 2 reinforce timers for pallisade, 3 for walls for example and thats it. Attack time windows are preset in claims by owners.
You can attack at any time, but next time to bring it down|further reinforce you will need to show up on reinforcement timer. In that case siege weapons don't need dry-time. just place it anytime to reinforce, then proceed to next timer.
Will also need a tweak so that after you break first wall, all others will be able to be demolished immediately.
I that scenario it equalizes the attacker and the defender pretty much.
Thank you.


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Re: New Siege Implementation: Siege Chess

Postby Forik » Mon Apr 01, 2019 5:25 pm

Hot take:

What if instead of having a flat timer for every claim, the timer varied by total claim size? That makes it quicker to bash down palisades on claims that are overextended, and have several layers of walls, as opposed to small hermitages, logic behind it being if you have a larger area, it would require more people and resources to be able to defend it, and if a claim is smaller, it's more easily defensible for a smaller group against larger groups. That provides an incentive for people to not overextend huge villages, and for the active PVP factions to want to target larger settlements as opposed to small hermitages.

Also add craftable wooden spike barricades, requiring the usual suspects (leather, bone glue, tar) to craft, as a passive countermeasure for battering rams against wallsides (make the ram take more damage if it attacks the barricade), so that battering rams are forced to attack single points as opposed to large swathes of walls, and so smaller palisades are more easily defensible.

Hotter take:
Also, Archery towers should probably be manned, because the automation makes no sense in the context of the game.
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Re: New Siege Implementation: Siege Chess

Postby jock » Mon Apr 01, 2019 7:03 pm

Forik wrote:Hot take:

What if instead of having a flat timer for every claim, the timer varied by total claim size? That makes it quicker to bash down palisades on claims that are overextended, and have several layers of walls, as opposed to small hermitages, logic behind it being if you have a larger area, it would require more people and resources to be able to defend it, and if a claim is smaller, it's more easily defensible for a smaller group against larger groups. That provides an incentive for people to not overextend huge villages, and for the active PVP factions to want to target larger settlements as opposed to small hermitages.

Also add craftable wooden spike barricades, requiring the usual suspects (leather, bone glue, tar) to craft, as a passive countermeasure for battering rams against wallsides (make the ram take more damage if it attacks the barricade), so that battering rams are forced to attack single points as opposed to large swathes of walls, and so smaller palisades are more easily defensible.

Hotter take:
Also, Archery towers should probably be manned, because the automation makes no sense in the context of the game.
MasterRacer wrote:Just implement reinforcement timers like in EVE-online, 2 reinforce timers for pallisade, 3 for walls for example and thats it. Attack time windows are preset in claims by owners.
You can attack at any time, but next time to bring it down|further reinforce you will need to show up on reinforcement timer. In that case siege weapons don't need dry-time. just place it anytime to reinforce, then proceed to next timer.
Will also need a tweak so that after you break first wall, all others will be able to be demolished immediately.
I that scenario it equalizes the attacker and the defender pretty much.
Thank you.


Some mix of these would work.
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