1. Time-framed sieges.
a) Attackers build siege camp (special structure) which is indestructible, non-colliding but decays in 5 RL days. LP/authority requirement to activate it.
Attackers set 3 2-hour long desired time-frames to do an actual siege. Earliest is in 48h after camp is built. That's it. Attackers can go offline, hearth home or whatever.
b) Within next 48h defenders must either choose one of attackers' proposed time-frames or set their own in village menu. Defenders gain buffs for fighting at a time convenient for attackers or debuff for setting their own (soak value? stats buff?). If no response given - earliest attacker time slot is chosen.
c) At the specified time siege begins. (Questionable: everyone online around siege camp and village becomes unable to teleport/log out until the siege end). All siege machinery works without that stupid drying times. Repairs are needed but immediate. Also, catapults can attack and destroy siege machinery and injure players. So it is first artillery battle, then obliged PVP.
d) During the siege time scents left on sieged village claim dont take SHP. The faster you deal with them, the longer you can pillage.
e) To prevent teleportation, attackers can build additional structure - antimagic beacon. This one has drying time and has to be protected. Timings shd be the same as currently reducing the village shield to 55000.
This way both sides have no need to wait online. Both sides have time to do their best in diplomacy/preparations/evacuation. And then both sides compete in fair fight.
2) Shooting over walls.
Both bows and catapults can shoot over walls and target players and other machinery but only during siege and with a different mechanics. Basically you aim an area (1*1 for bow 3*3 for catapult), fire and in 5 sec projectile lands there. Aim meter serves both as which fraction of damage projectile will deal and accuracy. IMO - it is a nice and fair game of prediction and evasion. These should not murder unless some means to transport knocked out player to safety are implemented.
3) Reworked visitor buff.
A special structure, Guarded Gate is built. It has the same mechanics as Charter stone(visit+name), but with teleportation only to other side and looks like part of fortifications. Maybe the name could be hidden too so at least once it should be asked. Anyone entering a village using it receives visitor buff. Anyone entering through normal gate doesn't. This is conveinent enough for infrequent visits to trade or look around, and, on the other hand players should keep their normal gates closed, airlocked and safe or some spy can infiltrate your village.
4) Unsafe wilderness.
Water and caves should have aggressive animals, who can run at 3rd horse speed. Their aggro range and chance shd be random like now but sometimes be on sight. And a low but essential chance to kill. This is both to give some troubles to bots and also some more adrenaline exploring for players. Should the be unable to leave water/cave or not is up to testing.
5) Altvaulting.
In 7 or 14 rl days after creation characters inventory is connected to his hearthfire and can be used for stealing.
Hearthfire should be non-colliding for everyone and indestructible by any means apart from building new one to prevent chars with no hearthfires. This or every loggging in of char without hearthfire teleports him to random place on the map.
6) And some bitter pill for raiders.
Scents should not be able to protect. Meaning - scents should be collected remotely within view distance. Maybe, scents which were created on active claim (and NOT covered by claim after they were made) can be remotely collected only by person who has proper pribileges on that claim.
Conclusion - more fun and less time-consuming sieges, siege is unavoidable on one hand but still takes time and resources to waste on total noobs. And nidbanes are nearly unavoidable on the other hand.