Thoughts on siege

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

Thoughts on siege

Postby ricky » Fri Aug 04, 2017 2:37 am

the hand bashable pali discussion lately has me thinking about siege and siege alternatives

how about different types of 'siege' events which allow specific crimes to be committed, sort of like how the visitor debuff works

for example:
walking through an open gate activates the visitor debuff, where no crimes are allowed
forcing a lock would activiate 'thief' debuff, where you can steal but may not destroy or kill
tunneling under a wall would activate intruder debuff, where you can steal and destroy, but not kill
breaking through the palisade/wall would activate the "marauder" debuff, where you can commit any crime

this would allow more petty crimes to be committed without total destruction of bases

of course there'd be a lot of issues to work through, but i think it'd be a good stop towards developing crimes and punishment
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Re: Thoughts on siege

Postby Fierce_Deity » Fri Aug 04, 2017 3:39 am

We've had ideas of variations of the visitor buff tossed around before, but they always get dumped on and buried under lesser ideas unfortunately. I rather like the idea of an expansion to what we consider siege and raiding as a whole. There was an idea for a 'raiding debuff' that would be given when you enter through a point in the wall that was broken partially. The idea behind it was that it would be easier to gain access to a base this way then it is to do a full scale siege, but the raiding bebuff would prevent vandalism, and possibly debuff the raiders combat stats. So I support the idea of expanding siege and raiding with variations of the visitor buff.
I could even see allowing a wall to be climbed with a ladder that takes an hour to set, but only allows one person in and limits them to stealing a set amount of items(possibly affected by credos?). Something would need to be in place for this one to notify defenders of an intruder, as well as a capping the amount of ladders that could be used on a place at a time or in a day.

But yeah, +1.
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Re: Thoughts on siege

Postby tyrtix » Fri Aug 04, 2017 4:33 am

cool ideas here, i liked also the salem thing that getting inside a claim "damages" the toon, wich may be really interesting here, both before and after the siege, and this in turn will make walls and their soak capacity over time a good deterrent to be a target of the random ppl/faction, also will make up for more emergent gaming in form of creative defenses. Maybe the "damage" will drain authority or something like that.
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Re: Thoughts on siege

Postby newaccountlol » Fri Aug 04, 2017 4:45 am

For a long time I've wanted this game to bring back thievery as a viable profession. Right now it is only possible to steal from total noobs and abandoned bases.

I think it's totally reasonable that creating an open marketplace would also make you vulnerable to thieves in some way or another.

I think walls are way too easy to build

I think possessing a key should allow you to actually use said key to infiltrate base without siege, in some way or another.
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Re: Thoughts on siege

Postby Ukhata » Fri Aug 04, 2017 8:01 am

i just think high stealth should allow thievery but nor destruction. like use rope with high skill to get over walls?
maybe in difficulty increasing per wall type?
maybe addons to walls to make it harder? like spike addon to walls?
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Re: Thoughts on siege

Postby Headchef » Fri Aug 04, 2017 1:51 pm

I read this and think ya interesting....


But if it ever gets to a point whenever you go to sleep your village can be stolen from 5 times before you wake up, means I will have to put any valuable object on logged out account before bed? :P
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Re: Thoughts on siege

Postby Granger » Fri Aug 04, 2017 6:30 pm

I oppose anything that makes entering a base easier, as long the current siege meta of when we get in we must destroy everything, because we can exists.
Should that be fixed I might live with pali- or even brickbashers, but not as long as it isn't.

Mechanics that enable different, limited levels in incursions into foreign bases like in the OP seems to be the only reasonable way to go, at least I havn't had any better ideas so far.
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Re: Thoughts on siege

Postby Fierce_Deity » Fri Aug 04, 2017 7:44 pm

Headchef wrote:But if it ever gets to a point whenever you go to sleep your village can be stolen from 5 times before you wake up, means I will have to put any valuable object on logged out account before bed? :P

I think that if something like this were implemented then there would hard limits on how many times certain things could be done during a period of time. But then you just end up with people raiding themselves to reach the cap :roll: Always a flaw when it comes to things like siege. I suppose if doing any sort of raiding/thieving activity required brimstone or another resource people would not easily be able to do pseudo raids on themselves, continuously at least. There could also be counter-resources or magic that provides temporary blocks to certain criminal activity, like the ladder or tunnel ideal for example.
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Re: Thoughts on siege

Postby ricky » Fri Aug 04, 2017 8:37 pm

I could go really in depth on this idea, but don't really want to bother unless it garners a lot of positive attention.

Headchef wrote:I read this and think ya interesting....


But if it ever gets to a point whenever you go to sleep your village can be stolen from 5 times before you wake up, means I will have to put any valuable object on logged out account before bed? :P


this is already a common practice for people to do and I enjoy the idea of being able to 'peek into' hearthfires and retrieve items from the hearthling's inventory. in this fashion nothing is /truly/ safe, you just have to hide your hearthfires really well.

Fierce_Deity wrote:
Headchef wrote:But if it ever gets to a point whenever you go to sleep your village can be stolen from 5 times before you wake up, means I will have to put any valuable object on logged out account before bed? :P

I think that if something like this were implemented then there would hard limits on how many times certain things could be done during a period of time. But then you just end up with people raiding themselves to reach the cap :roll: Always a flaw when it comes to things like siege. I suppose if doing any sort of raiding/thieving activity required brimstone or another resource people would not easily be able to do pseudo raids on themselves, continuously at least. There could also be counter-resources or magic that provides temporary blocks to certain criminal activity, like the ladder or tunnel ideal for example.


having these low tier sieges require buildable structures which require brimstone is an idea I like. having a 4-6 hour build time on these low tier sieges while also requiring a certain amount of rare/important resources would allow it to be a viable option but not spammed everywhere.

and remember, even if you do build the tunnel successfully and sneak in, the members of the village can still attack and kill you and you cant fight back, which means these raids have to actually be operated with real consequences. you can just sneak in and then murder. you have to sneak in and not be caught and killed.
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Re: Thoughts on siege

Postby Massa » Sat Aug 05, 2017 12:49 am

yeh totally cool breaking a lock lets you steal shit let's alt vault again
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