Give wrecking balls a static amount of cascade

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Give wrecking balls a static amount of cascade

Postby Sevenless » Tue Apr 20, 2021 2:29 pm

I think it would make sense to give wrecking balls a static amount of splash since that's the only item used for self bashing to redesign inner walls. I'm not actually sure what purpose random splash amount serves in pvp, but I think wrecking balls always having 5 tiles of cascade wouldn't impact that balance and would make internal reconstruction nearish outer walls consistently safe.
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Re: Give wrecking balls a static amount of cascade

Postby vatas » Tue Apr 20, 2021 2:44 pm

+1
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Re: Give wrecking balls a static amount of cascade

Postby shubla » Tue Apr 20, 2021 2:45 pm

Maybe you should be able to select which walls get cascaded, like a small preparation to make them a bit less weak for the cascade.
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Re: Give wrecking balls a static amount of cascade

Postby Sevenless » Tue Apr 20, 2021 2:59 pm

shubla wrote:Maybe you should be able to select which walls get cascaded, like a small preparation to make them a bit less weak for the cascade.


That could work too, I just figured this was a simple change that would be easy for basically anyone to use without really learning "mechanics" or anything.
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Re: Give wrecking balls a static amount of cascade

Postby Jackwolf » Thu Apr 22, 2021 5:43 am

Could also be interesting if, as the owner of the claim, you can do something to sections of wall to lower their soak slightly. Since cascade doesn't happen to adjacent tiles that aren't at the same level of soak, this could also help it.
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Re: Give wrecking balls a static amount of cascade

Postby Apocoreo » Thu Apr 22, 2021 6:09 am

+1 got an annoying pali in the middle of my village and making shit IMMERSIVE and CUTE as jorb puts it would be dangerous.
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Re: Give wrecking balls a static amount of cascade

Postby meus » Thu Apr 22, 2021 7:38 pm

In practice, the (corner)posts are what keeps a palisade up and provides resilience.

IMO destroying a part of the wall (also: a cornerpost) should cascade all the way to the nearest remaining cornerposts on both sides. Some minor damage could be dealt to said two cornerposts, so if the palisade has already been decaying long enough, a chain cascade could be triggered. Destroying a cornerpost in any case should cause cascade.

Currently soak value is what makes the difference. And after that, choosing (randomly) whether a cascade would occur or not, is indeed too random.

That way it would be possible to build your palisade to be resilient and strong against attackers - with lots of cornerposts, OR, vice versa - easy to take down a weaker part that has less reinforcement.

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Re: Give wrecking balls a static amount of cascade

Postby Sevenless » Thu Apr 22, 2021 9:08 pm

Basing things off corner posts risks making a silly meta strategy of entirely conerpost walls.
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Re: Give wrecking balls a static amount of cascade

Postby meus » Fri Apr 23, 2021 5:41 am

Yes, sure, no need to make it all revolve around cornerposts meta :)

Just proposing that cascade should not be too random like it is now, but, e.g.:
  • to be guaranteed that, if you break the cornerpost first, there will be a cascade
  • the minimum length of cascade should be a few tiles in both directions, as long as there is no cornerpost nearby (else - chance based, like it is now)
  • (as cornerposts can't be extended and built next to each other, there will not be a chain reaction cornerpost-cornerpost-...)

I've seen that, breaking a "corner" cornerpost leaves the neighbouring wall sections intact, effectively not allowing to open a passage.
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Re: Give wrecking balls a static amount of cascade

Postby MagicManICT » Fri Apr 23, 2021 7:38 pm

Better would just be a means of moving or upgrading walls without having to go through the same process as a raider would to break in. What's in this thread is better than the current, but I say we ask for what we really want/need, and not half measures.
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