New siege mechanics

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

New siege mechanics

Postby Bargud » Wed Jan 20, 2016 11:41 am

I've been thinking about siege mechanics and here's what I came up with:


Please keep on mind that this is really rough sketch of how it should looks like. It has holes which needs to be balanced. I dont like idea "battering ram after 24h (if not destroyed) = penetrated wall" so my idea is -


If there will be some siege machine (not yours) on your claim or your structure recieve some damage you will be under attack

First 24h under attack you can take 30% of attacking siege machines hp "by hand"
next 24h 50%
then you can destroy completely

When it has 20% needs repair

That means for example battering ram dried after 24h prepared for attack can have 70% of hitpoints.

Advanced defensive featutes - (takes a lot of time to build it -against building it during siege)
- wall spikes
Image
For ram not posiible to go over it. Only way is that can be destroyed by attacking player but there will be bigger chance get some injures (for advanced wound system) could be placed only directly next to the wall.
- moat
Image

(dry or filled with water) 2 tiles width channel could be build directly next to the wall spikes or wall (not in front of gate, or bridge it) to force that attack will be on on gate, which could be more difficult. (Im now thinking about trap where it will throw stones from top of gate when gate will be broken and someone will try to go inside. what can causes injuries)
Will be possible to build provisory bridge
1x2 which can be build in safe place and then picked up and placed on moat. Two these 1x2 bridges will make way for ram go over it. But there will be some time for them to dry and after they will be placed, some time to settle. Like 8 and 8 hours. after settlement they can be destroyed.

and here comes the funny part
- traps
You will be possible to build traps on your claim which can be only visibly for users with claim permisions and it will be possible to build one in some range so there could be chance to miss them. There will be also maximum distance where could be trap build from wall. Person with high exploration and perception can track these traps to avoid it - but it will leave scents.
You can damage your cart if you go over these traps or you can injure yourself. So there must be clear way for you to get in your base.
Once someone activate trap it will be visible until person who has permission of claim hide it.
There will be:
- hole covered with bough
(if ram run over it it will be stopped for another 6 hours to get it out (at that time can be another 10% of ram damaged) These holes will be 1x2 tiles.
- tar (oil) pool
( flamable liquid spilled on grass) - if ram go over it it will be possible to light it which can deal another 20% of damage, 1x2 tiles
- hole with spikes
covered with bough - can deal damage to player if go over it 1x1 (for advanced wound system)

Now a siege machines -
(All siege vehicles will be resource expensive to avoid spamming them)
You can drag your machines with horse across swamps in low range. On ground will be range without need to repair longer.
Machines will be possible to build 2 tiles far from moat, spikes and wall so there will be space for traps, If is ram build on trap after first move effect of trap appears
Siege tower -
same as ram but the result is get over wall which could be easier and you can also skip one tile of spikes which will be bridged by tower (traps has same demand as i described on ram)
Ballista -
placed on wall (if there will be wall 2 tiles thick or special corner) can shoot ram, siege tower or bridge. one shoot per 8 hours deals like 20% dmg (it has some range distance and chance to miss) there will be limited amount of balistas on wall. They will also dry like 48 hours and will be really expensive.
Catapult -
has longer range distance than balistas (so if you want to avoid balista you have to build at least one catapult first and destroy it). It will shoot once per 3 hours. Two shoots destroy balista, one shoot wall spikes, one shoots takes 30% of wall hp but in first 24h since your attack started you can take only these 30% no more, it means if you want to take wall down in first 24h you have to finish it with ram (after that you can take wall down with catapult). For example if there will be base with wall next to the cliff and cliff will be all around without way to get ram there you can take wall down by shooting with catapult. Catapult has longer distance to move without repair than ram ( so there will be chance you will not see that someone building them, because they will not be directly next to your base) if you build catapult for defense it will be necessary to repair after some time. After repair you have to wait till dry 24 hours. ( To avoid use catapult for defense) catapult can shoot like 8 shoots without need to repair. Munition is not usual stone but you have to made it bigger stones from boulders or cave/mine wall and you can carry it over your head only or on the cart, ship.., not in your inventory.
Ram - can repeat slamming every 3 hours and after third slamming takes wall down that means it takes like 33,3% of wall hp down per slamming

You can repair your wall once per 12 hours with +10% hp (Only if your claim is under attack, after that it will be without time penalty)

I also didnt implement differences between brick wall an palisade.
I wouldnt steal a car, But i'd download one if i could.
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