I think the core of the idea is not that bad. But as others have stated repeatedly in this thread, I also believe there's two fundamental changes that need to be implemented before a more accessible, fair siege system takes place:
Getting sieged should not result in losing your entire baseI believe that a part of the opening post already addresses this, but it has to be mentioned again. There needs to be a (severe) limitation to how much the attackers can destroy. You could for example do it like this:
Taking in account the suggested time limitation to destroy buildings (can damage a building every x hours) once you 'destroy' the building it would not be erased from the world, but rather it would be put on 'fire'. While the building is on fire, it cannot be damaged by attackers anymore, but the owners can use water on it every x hours(days?) to put out fire. Put water on it a couple more times and the building is now in broken state, at which point it can be repaired back to full functionality. If you fail to put water on fire a certain amount of times, the building is destroyed permanently.
The purpose of this suggestion is that attackers can cause damage/incapacitate the villages production, but not destroy it permanently. So it's still fun for attackers to cause some damage, and it isn't overly frustrating for defenders because they don't lose the building permanently.
In addition to that, that Kingdoms suggestion needs to be implemented. There needs to be other reasons to not want to only completely destroy your enemies. I think Kingdoms is a good idea for that.
Death should be more forgivingI have always been strongly against alts. To be honest, I have been against permadeath for some time as well, yet I do not harbor any hopes that the game will lose it's permadeath aspect. However that doesn't mean you should lose everything when you die. I understand the need to separate a combat and a crafter character, but you should not be incentivized to build multiple combat alts. In short, rebuilding your lost character should require LESS effort than building a new alt. That way we get rid of this problem as well.
There's been a couple of suggestions regarding this, but I believe the best would be to:
- For the character to suffer a major/critical wound and be incapacitated/unable to participate in combat for x amount of time
- The character dies, but you can rebuild him faster (multiplier to stats/lp until you reach your old values, like overtyped suggested)
Also a personal note
jorb wrote: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.
While I like your fancy schmancy talk Jorb, you should consider to be less cryptic at times, at least when there's important talk going on. Not everyone's mother language is english and even then, not everyone might understand what you really meant.