Idea to fix sieges and switching vaults

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

Re: Idea to fix sieges and switching vaults

Postby MagicManICT » Wed Jul 06, 2011 2:52 pm

Elden wrote:As for wall-related blocking... its a true programming nightmare, since walls can be... various: cliffs + shiftplaced B-wall + banners + statues = Loftar removing teleportation completely and forever.


No harder than any other pathfinding algorithm.

Elden wrote:I do like the idea of a separate "jamming device", apparently - a Siege Fire(SF). Maybe come bonfire sprites would work.


I like this better than just a ram doing that job. Maybe make it like the steel crucibles and require someone around to keep it fed.

On another note about TP blocking: would that just block anyone trying to port out (to run away), anyone trying to port in (to help defend), or block all teleporting?
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Re: Idea to fix sieges and switching vaults

Postby Elden » Thu Jul 07, 2011 9:01 am

MagicManICT wrote:No harder than any other pathfinding algorithm.

Based on pathinding? Haven't thought of that. It should be okay then... if theres a proper pathfinding algorythm.
Blocked area should be calculated once at the start, so that opening a gate wouldn't lift it. And should have some area outside the wall also blocked...
MagicManICT wrote:I like this better than just a ram doing that job. Maybe make it like the steel crucibles and require someone around to keep it fed.

Yes, exactly. It may even have its fuel consumption rate depending on sieged claim area.
MagicManICT wrote:On another note about TP blocking: would that just block anyone trying to port out (to run away), anyone trying to port in (to help defend), or block all teleporting?

I think both, in and out. Reinforcements should arrive properly - from outside, to give the sieging side a chance to intercept them.

I have just came to a thougth... we have a cave level(s) there... someone may shift plane and teleport from there, since it is unclaimed... cabins are okay with that - claim has its effect inside on thievery purpose, but caves... defenders are going to have some teleportation pits with no claim inside, and i see no way to prevent it...
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Re: Idea to fix sieges and switching vaults

Postby Achilles » Thu Jul 07, 2011 10:13 am

Idea improvement:

Attacker's chieftain can construct War Banner in attacked village claim (bit expensive + 200k authority + maybe some lp) in order to prevent all that teleportation stuff.
After that he (or another Chieftain) can transfer some of his village authority to War Banner (right click on banner, several variants like 'transfer 100k authority').
War Banner's authority decay with time, and with any authority gained by defenders (multiplied).

Also War Banner should be linked with Defender's Village at build time to prevent destroying banners so War Banner becomes outside.

Upd:
- Village power should be important. War Banner authority gain from transfer = transferred_ammount * sqrt(Chieftain_village_authority/Defenders_village_authority) / 4. Authority decay = authority gained by defenders and decay with time.
- Defenders have 20% more defence gain on territory of their village or personal claim without active War Banner.
- To prevent abuse War Banner can be built near village claim or personal claim too, and works on ALL overlapping village/personal claims in 200-300 tiles radius.
- Inbound teleports can be allowed for a good share of defending village authority.

More upd:
- All involved chieftains (either boosting or countering power of War Banner) leaving scents to their totems.
- Any long-time activity (like crops growing to next stage) reduce power of War Banner.
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Re: Idea to fix sieges and switching vaults

Postby Kurundo » Sun Jul 10, 2011 7:59 am

I WILL DESTROY YOUR WAR BANNER WITH A 50x50 field of carrots surrounding it.
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Re: Idea to fix sieges and switching vaults

Postby Achilles » Sun Jul 10, 2011 8:53 am

Kurundo wrote:I WILL DESTROY YOUR WAR BANNER WITH A 50x50 field of carrots surrounding it.

that's just 2k*weight points per day, not gonna save random villain. Of course ram guards will thank you for extra food too.
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Re: Idea to fix sieges and switching vaults

Postby novaalpha » Thu Jul 14, 2011 9:55 am

Up in hopes of dev response ...
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Re: Idea to fix sieges and switching vaults

Postby ramones » Thu Jul 14, 2011 10:22 am

novaalpha wrote:Up in hopes of dev response ...


:lol: :lol: :lol:
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Re: Idea to fix sieges and switching vaults

Postby novaalpha » Thu Jul 14, 2011 10:30 am

ramones wrote:
novaalpha wrote:Up in hopes of dev response ...


:lol: :lol: :lol:

Thx for free up
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Re: Idea to fix sieges and switching vaults

Postby Avu » Thu Jul 14, 2011 10:57 am

And now you know why this world is truly fucked. No devs.
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