New Siege Implementation: Siege Claims

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

Re: New Siege Implementation: Siege Claims

Postby MooCow » Sat Mar 23, 2019 1:41 am

jorb wrote:Hmm. True that. Will consider.


The best way to prevent people from catapulting through walls is to require a player to walk up to the object and "flag" it. Now they have to get through any wall layers as normal
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Re: New Siege Implementation: Siege Claims

Postby rye130 » Sat Mar 23, 2019 4:46 am

Knarrs need to be protected from siege equipment somehow. Waking up to find your knarr was broken with like 0 effort because a catapult dried in an hour and destroyed it wouldn't be fun.

Also knarr docks shouldn't be so easy to break.
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Re: New Siege Implementation: Siege Claims

Postby Grog » Sat Mar 23, 2019 7:43 am

rye130 wrote:Knarrs need to be protected from siege equipment somehow. Waking up to find your knarr was broken with like 0 effort because a catapult dried in an hour and destroyed it wouldn't be fun.

Also knarr docks shouldn't be so easy to break.


Can't be repeated often enough.
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Re: New Siege Implementation: Siege Claims

Postby magisticus » Sun Mar 24, 2019 5:48 pm

1. Agree with above post on knarrs and docks- should both act like palis

2. Agree that the change to siege mechanic is flawed. Mostly though because while it is also exploitable, to do so will involve a ridiculous input of time that some of us don’t have- better to make this sort of change at the start of the world so that people can plan for it.

3. Agree however with Jorbtar that brick walls should be encouraged. Just would be better to do so by making it more expensive to bash them, ie requiring more expensive types of siege engine to get through soak.

4. Don’t understand what you have against being able to upgrade walls. This mechanic exists in other games kinda cause it makes sense. Also would lead to bases looking better and allow people to do it over a larger time scale rather than having to build the wall in one go.

5. Can’t you please work instead on allowing us to walk on our walls, this game will be awesome when it gets a bit more like Stronghold...
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Re: New Siege Implementation: Siege Claims

Postby ErdTod » Sun Mar 24, 2019 5:56 pm

What if the claim shiled would be calculated based on the enclosed walls (and their area - the bigger, the harder it to destroy)? I.e. you braek trhough outer layer, and all insides become unprotected. But the larger is the circumference of the enclosed wall, the harder it is to break. Big villages will surely make gigantic enclosures, but then it's hard to notice thay you are besieged and protect such a huge thing, as well as invest in it. And all the walls after initial breach would become more or less not hard to break (i.e. build a wrecking ball that dries in an hour and can instantly break inner layers).

So you'll need a claim and an enclosed perimeter of walls to calculate the shield.
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Re: New Siege Implementation: Siege Claims

Postby Ants » Sun Mar 24, 2019 11:24 pm

One problem: you can't build on other people's village claims and you can't destroy other people's village banners without a siege machine. This makes villages with banners placed far from their walls nearly invulnerable. Can we get a solution?

Everything that isn't properly walled up should be fair game for destruction, in my opinion. Maybe villages would be less prone to spamming banners outside their gates if they had to build a palisade around each of them.
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Re: New Siege Implementation: Siege Claims

Postby jorb » Wed Mar 27, 2019 8:38 pm

Thanks for the feedback on this.
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