In general it seems to be agreed on that sieges need to be easier to make them fun (and feasible) for an attacker, while on the other hand it's likely that most will agree that an easier siege mechanic also needs to be fun (and not game ending) for a defender. Currently sieges suffer from being digital/boolean, either they succeed and the result is a completely destroyed place or they fail and no damage (at all) to what's behind the wall is done. The former outcome currently requires sieges to be hard (which makes them infrequent) to not fill the world with burning ruins and the forum with rage-quits.
I propose we throw some ideas around how to overcome this, with the goal to come up with something that ends the current boolean outcome (defended or fully destroyed) to reach a more fun siege mechanic (for all audiences) where success can be achieved easier but / since as it wouldn't be completely destructive to the target.
Possibly breaking walls in siege could (instead of cascading delete them) create a 'Breach' that allows entering the inside but (similar how gates apply visitor) applies a debuff that limits the total amount of damage that can be inflicted on the inside (tracked for that breach, not per character that goes through it)?
Could something like allow analog (non digital as mentioned above) results for sieges and through this allow making sieging quicker/easier (and thus more frequent) while at the same time keeping it reasonable for the affected settlements (as they don't get fully destroyed)? If not, what could work toward the stated goal while being palatable to both sides of the wall?