Siege System should be a "Siege" System

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

Siege System should be a "Siege" System

Postby Mario_Demorez » Fri May 24, 2019 6:28 pm

Currently the big problems with the current system is the balancing the amount of time it takes to raid someone and the defenders ability to remove of all loot from the area.

Siege- “the act or process of surrounding and attacking a fortified place in such a way as to isolate it from help and supplies, for the purpose of lessening the resistance of the defenders and thereby making capture possible.”

Armies will set up around strongholds to cut the defenders off from the outside world. This strategy is to starve the defenders out and destroy their morale. If this is what haven's system is suppose to mirror I believe it has failed at doing so. I propose this idea.

You have two sides, the attackers and the defenders, that take part in this siege. A morale meter should be added in this system to show who is winning and who is losing. The attackers will announce their siege and the defenders must respond. To decide who the attackers are the attackers must all be in a party with the person who announced the siege. Anyone not in the party at the start of an engagement will not be able to use the ram involved in this siege.

The moment the siege "starts" all items and characters residing on that village claim or personal claim, offline or online, will be marked with a buff dubbed "under-sieged." When an object is "under-sieged" it should not be allowed to leave the claim it resided on when it received this buff. Charter stones and any form of teleportation inside village claims should immediately be disabled. Hearth fires that belong to a character with the "under-sieged" buff will be unbreakable as well as any claim related object, like personal claims, village idols, or banners. Any character that resided inside the claim without a hearth fire will be forced online and unable to log out. If in some miracle that a character was logged out and does not have a hearth fire is unable to log back in any items or gear on that character will be destroyed. The defenders will have 48 hours after the announcement of the siege to choose when the first engagement will happen. I will explain engagements later. They have to choose from a 24 hour window 48 hours from the present time they choose. If a siege is announced 5/24 2:00 PM then the attackers have 48 hours to make a response, or until 5/26 2:00 PM. if they miss this window they lose the first engagement and the defenders get a 48 hour window to choose the next engagement. When the defenders first choose and they are choosing a time at 5/24 2:00 PM they can only choose a time between 48 hours in the future and 72 hours in the future, so between 5/26 2:00 PM and 5/27 2:00 PM. After the first engagement whoever wins the engagement gets their meter filled by 1, once a side reaches 3 wins the siege is over and the outcome is decided.

If the defenders win then everything resorts back to normal before the announcement of the siege. A cool-down should be placed on the claim that will not allow another siege until it wears off. This will prevent people from spamming people too much. Any character involved in the attack should get a buff, not sure a name, that if he is on a claim when an engagement starts or is happening the attackers receive a free meter point of moral up to once per siege. This will give allow villages and groups to retaliate against people who tried to siege them.

If the attackers win then the only way an item can leave the claim is if picked up by one of the attackers. All characters who are logged off are forced online knocked out and will stay that way for 24 hours or until all items on them have been removed. Characters are allowed to escape but not with any items with the buff "under-sieged." Hearth fires are still unbreakable for 24 hours. The charter stone will stay inactive for 24 hours. All village objects like banners and idols are destroy-able by the attackers if they wish. All siege equipment built on this claim will have zero drying time.

Now the fun part. Engagements.
Engagements will be like they are now except no drying times. Only one ram can be built and involved in the engagement. This will be dubbed "Engaging Ram." Once one side chooses a time for the engagement to start both sides will be notified. The attackers can build the ram at any time between the announcement of the engagement and the end of the engagement. The ram can not be built on the claim being sieged. The ram will be unbreakable and nonreactive to hearthlings until the engagement starts, and if built inside less than 30 minutes before the engagement period the ram will have a 30 minute drying time. The way the attackers win is by getting the ram onto the claim and to the outer wall and doing damage. The way the defenders win is by lasting however long the engagement last. Defenders are pointed to where the ram is located. The length of the engagement can be changed but 4-6 hours is reasonable to me. After a side wins an engagement they fill their meter by 1, once they reach 3 they win. Because of this, defenders are highly favored. All they have to do is win by choosing good times to fuck with attackers. If they fail to do that they can fall back on archery towers and catapults and soldiers and outside help.

All the times could be tweaked, however, I do believe the times are pretty reasonable for people with jobs and school work.

The cost of starting a siege can be changed and increased to discourage random ones, but because of the debuff to people who have lost a siege on the attacking side this might not be needed.
Mario_Demorez
 
Posts: 596
Joined: Sun Jan 11, 2015 9:32 pm

Re: Siege System should be a "Siege" System

Postby wonder-ass » Fri May 24, 2019 6:55 pm

better to just stop suggesting siege systems cuz they get worse by every rework
see homo sexuality trending,. do not do that.
User avatar
wonder-ass
 
Posts: 2325
Joined: Thu Aug 01, 2013 7:02 am

Re: Siege System should be a "Siege" System

Postby Mario_Demorez » Fri May 24, 2019 6:59 pm

wonder-ass wrote:better to just stop suggesting siege systems cuz they get worse by every rework

gotta keep trying man
Mario_Demorez
 
Posts: 596
Joined: Sun Jan 11, 2015 9:32 pm

Re: Siege System should be a "Siege" System

Postby MagicManICT » Fri May 24, 2019 9:40 pm

wonder-ass wrote:better to just stop suggesting siege systems cuz they get worse by every rework

If you're expecting "palibash raid everyone," then yeah... I think you're going to be SOL, and it's just all going to be terrible. Might be good to change expectations.

As far as anything else goes... the right thing just has to pop up. Maybe it needs to be somewhat original, somewhat inspiring, somewhat fitting of the game.

I try not to judge the siege systems anymore. I just don't have experience with enough of it in Haven, and my ideal system is somewhere between EVE and Puzzle Pirates, maybe the old Warhammer system (but it was obviously "not good" because the game didn't succeed long term).
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
User avatar
MagicManICT
 
Posts: 18437
Joined: Tue Aug 17, 2010 1:47 am


Return to Critique & Ideas

Who is online

Users browsing this forum: Dotbot [Bot] and 11 guests