VDZ wrote:I think we disagree on what 'the issue of walls' is. If we're talking about the issue that walls are unfun and everybody is forced to have them, these ideas do address these issues.
VDZ wrote:You're assuming all damage can be soaked. If you get X HHP damage per Y seconds per tower or something like that, it's not going to kill a decent character but it is annoying as fuck and a reason not to commit crimes unless you think you can benefit from it.
VDZ wrote:Is it a problem that people can defend themselves?
Potjeh wrote:You forgot armor penetration, Teck. Just because ranged weapons don't have it now doesn't mean they never will (and IMO they should).
SynthAura wrote:How about having walls that take a long time to break, but the attacker has to stay online to break them? This would give time for the defenders to come online and defend. Rams could be instant, but required to destroy palisades and bwalls, and your strength determines how long it takes to destroy the wall.
Potjeh wrote:Yeah, missions is a great way to put it. I've only come up with escort and ambush missions, but I'm sure the devs could come up with plenty more to keep it interesting. Anyway, here's how I think the metagame of a siege should play out:
- the attackers pay a fairly large up-front cost (proportionate to target's defences) to start a siege
- a "siege meter" starts at a middle position
- attackers conduct missions to push it towards their side and defenders conduct their own missions to push it towards their own side
- if the siege meter reaches the attacker's side they can move onto the actual assault side where they can actually raze the target
- if the siege meter reaches the defender's side they can break the siege and cause the attackers to lose the investment they've made to lay the siege
- there's a limit on frequency with which you can conduct these missions so that pushing the meter from the middle to either end takes at least 24h even if the other side doesn't conduct any missions of their own
- all missions should be dangerous, ie run the risk of getting into open combat with the other side
The gist of the idea is to change base destruction from a single event to a series of smaller events spread out over time so both sides have the opportunity to push towards victory, which I think would solve the timezones issue. If both sides conduct missions only when they have the advantage (due to timezones) they'll just cancel each other out and the siege meter won't progress either way. To make real progress on the siege meter you'd also have to complete missions when you're not at peak strength, so you run a real risk of losing your combat characters. Mind you, this whole siege meter talk is meta, there doesn't have to be an actual explicit progress bar because that might feel a bit too game-y.
As for infrastructure, there's certainly room for that at the siege site, but what I really had in mind was advanced town infrastructure required to construct siege weapons. It should take a lot of time and effort to develop, so it's more of a thing you build at your homebase. The purpose of this is twofold: limiting the range in which you can destroy other bases (you have to get the siege equipment from these production facilities to the siege site with only roads to move it fast) and making the attackers expose a high investment base of theirs rather than a hearth vault they can put up in a day or two so they run a risk of a retaliation that really hurts.
Regarding M&B comparison to the second part of my post, that's fairly apt. Dunno about the weapon limitation, but you certainly shouldn't be able to do sneaky stuff like climbing over walls while you're wearing heavy armour.
Also, regarding the whole village vs personal claim thing, I think there shouldn't be any difference between them when it comes to siege. In fact, I think that using town claims to declaim personal claims should be removed, if you want a claim gone you should have to lay siege to it and destroy the claim stake.
Potjeh wrote:Reposting from Inner Party:Potjeh wrote:Yeah, missions is a great way to put it. I've only come up with escort and ambush missions, but I'm sure the devs could come up with plenty more to keep it interesting. Anyway, here's how I think the metagame of a siege should play out:
- the attackers pay a fairly large up-front cost (proportionate to target's defences) to start a siege
- a "siege meter" starts at a middle position
- attackers conduct missions to push it towards their side and defenders conduct their own missions to push it towards their own side
- if the siege meter reaches the attacker's side they can move onto the actual assault side where they can actually raze the target
- if the siege meter reaches the defender's side they can break the siege and cause the attackers to lose the investment they've made to lay the siege
- there's a limit on frequency with which you can conduct these missions so that pushing the meter from the middle to either end takes at least 24h even if the other side doesn't conduct any missions of their own
- all missions should be dangerous, ie run the risk of getting into open combat with the other side
The gist of the idea is to change base destruction from a single event to a series of smaller events spread out over time so both sides have the opportunity to push towards victory, which I think would solve the timezones issue. If both sides conduct missions only when they have the advantage (due to timezones) they'll just cancel each other out and the siege meter won't progress either way. To make real progress on the siege meter you'd also have to complete missions when you're not at peak strength, so you run a real risk of losing your combat characters. Mind you, this whole siege meter talk is meta, there doesn't have to be an actual explicit progress bar because that might feel a bit too game-y.
As for infrastructure, there's certainly room for that at the siege site, but what I really had in mind was advanced town infrastructure required to construct siege weapons. It should take a lot of time and effort to develop, so it's more of a thing you build at your homebase. The purpose of this is twofold: limiting the range in which you can destroy other bases (you have to get the siege equipment from these production facilities to the siege site with only roads to move it fast) and making the attackers expose a high investment base of theirs rather than a hearth vault they can put up in a day or two so they run a risk of a retaliation that really hurts.
Regarding M&B comparison to the second part of my post, that's fairly apt. Dunno about the weapon limitation, but you certainly shouldn't be able to do sneaky stuff like climbing over walls while you're wearing heavy armour.
Also, regarding the whole village vs personal claim thing, I think there shouldn't be any difference between them when it comes to siege. In fact, I think that using town claims to declaim personal claims should be removed, if you want a claim gone you should have to lay siege to it and destroy the claim stake.
loftar wrote:For the record, I very much approve of this discussion. If there is a reasonable alternative to the ugly walled-in compounds of current Haven, I'd very much like to hear it.
Gray wrote:loftar wrote:For the record, I very much approve of this discussion. If there is a reasonable alternative to the ugly walled-in compounds of current Haven, I'd very much like to hear it.
For small villages or claims:
Locks on house doors that require a key to open. The doors are upgradeable up to a point it requires a ram to destroy.
Lockpicking skill that requires lockpicks made of steel. If you are lockpicking or bashing a door to a house which you have scents pointing towards, you get bonus speed.
For established villages or factions:
- Fortifications that require a siege engine to be destroyed can only be constructed inside a village claim.
- Said fortifications in a village drain authority. Example: 1 authority per segment, 5 per cornerpost, 50 per tower, 100 per gate.
- Scented hearthfires inside the claim also drain authority. Example: 1 per theft scent, 5 per battery, 200 per murder.
- Once authority reaches a designated low number the fortifications will be easier to destroy and will start to decay.
- Siege engine construction inside the claim will also take 75% less time.
Linkpwns wrote:
-Walls are stronger if all villagers or associated people (people who have at least like tresspass and theft or vandalism bypass) are offline. This would ALSO kinda maybe deter bots...atleat the 24/7 ones....maybe...doubt it.
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