Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
General-GSP wrote:DatOneGuy wrote:TheRedHun1 wrote:Stuff
The idea is to make it so that it takes a lot of work and space to make an actual defense, and what you would be able to fit in a vault would not be good enough and maintaining several small 'vault' like villages would also be significantly weaker than owning one large one.
I do just fine with small vaults. thank you.
Edit: Bla Bla Bla almost gave away TMI.
@ burgingham
I somewhat agree with you on most stuff.
Like we do need more balance with siege and anti-siege. But you say small groups of weak raiders cause to many good players from bigger villages to quit due to getting raided and killed? what about the multitudes of hermits that want to be more than Quality grinding drones at the mercy of those bigger factions. Why do they Not get to play as they choose, and if doing means dieing repeatedly and being forced to start over. Yes commiting crimes should involve risk. But big factions with the manpower should be able track these types while they are online or chase them from "vault" to "vault" destroying each in turn till the rabbit has no more holes to run to. That should be the power of people that banned together and form a strong faction. Not simply say it isn't right to have multiple holes to hide in cause we don't want to spend 5 days tracking this guy to 5 vaults. And beside what really is the difference between one vault that takes 5 days to breech or 5 vaults that takes one day each? Either can really only be effectively besieged by a strong faction anyway.
Now small groups fighting small group is a entirely different situation and will ultimately depend on which side has the stronger friends , manpower , vault / vaults , or determination.
bmjclark wrote:@General-GSP, the fact that small raiding groups of like 5 people can stand up to big factions just cause they can hide in their vaults till scents go away is complete BS and the only way u can argue thats fair is if ur one of the people abusing the mechanic.
DatOneGuy"
As far as balance goes if you expect a hermit to hold the same power as a village of 20 people you're a joke, hermits choose their lifestyle and it should be weaker, now if that hermit has the skill and know how that is far superior to the 20 yea he should be better off, and probably will be.[/quote]
It may have seemed I'm suggesting this. I'm not. If he messes with the big dogs he deserves whatever he gets. but he should have the chance to survive if well prepared.
[quote="DatOneGuy wrote:
However the idea here is that there is no safety in numbers and if anything you are losing some, you have a larger area to patrol because more people means more resources, you need to claim more, do more work overall it's annoying, and you gain nothing in the means of protection. Oh you can get 20 warriors together? How's that getting you past that wall, oh wait, it's not. Max of 4 on a ram so you're not getting in any faster, most people are UA not ranger so you're not exactly stacking up ranger fights.
DatOneGuy wrote:Right now even if you rammed down that vault it would
A)Take several to ram down the whole brickwall
B)Barely affect them, the brickwall is rebuilt, so are the houses, all they need to do is warp back, unless you want to check that place for the rest of the server, you're not stopping anyone from reusing it in a week.
Now when it comes to vaults there are a few problems with them:
1)They are VERY easy to build, and are just as strong as the walls of a large village! (Build:Destroy cost ratio is way off)
2)It is very easy to make a lot of them and move between them, this right here creates a huge breakdown and most of their problems (Disposable , temporary)
3)You can never truly 'break' one down, it's always rebuildable unless you kill the LS, every character in it, take over the idol and then break it. (This is a problem with idols in general!)
DatOneGuy wrote:2 A)Lockdown HFs
2 B)Lockdown aura of HFs with rams
2 C)Lock down option when tracking
2 D)Some other silly way to make it so that you can't move your damn HF faster than rams are set up.
DatOneGuy wrote:
See the problem here is let's say I'm at the first vault, okay I take the 24 hours for ram, BAM fucker moves his vault, oh wait there goes a whole fucking day on his scents.
>Go to next vault
>Repeat
Oh wait, there goes a whole nother day
4 days later. Scents gone.
Repeat constantly, nothing happens, nothing matters.
Hell he could just move back and forth between a few.
General-GSP wrote:
Yes and no. this is strategy and tactics. why MUST you win first try?
Try maybe chase him around, damage / loot a few vaults, learn about your enemy, and wait let him feel comfortable and raids you again . then send 1 guy to each vault ahead of him and break as many as you know about all at once. Sun Tzu man. Knowledge is power.
but yes IF a solution can be found that doesn't swing the odds ridiculously in favor of the attackers I will be 100% on board.
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
bitza wrote:
i do think with removal of brick bashing, that more fucking annoying hearth vaults will show up, with the removal of siegewalls they will be harder to break, but with the changes going both ways, villages will have a better shot at protecting themselves against raiders in the first place
General-GSP wrote:
My main point of numbers isn't so much 20 strong all at once but more of a rotation of people taking turns guarding said ram so it don't get broke. And / or leaving some behind after the HF is moved incase they do come back to a previously used HV while someone else moves on tracking to next.
General-GSP wrote:But how to fix. Am open to ideas. but players are always going to try to find the easiest solution for the least cost to achieve their goals. human nature.
General-GSP wrote:This is what i have the biggest problem with. IT's a death sentence pure and simple. How do you defend against this. the only way is with larger more complex vaults. Or have a large enough force to actually fight it out. And if this is your goal, my personal opinion is Haven will get real boring as to many would-be villains get sick of have no hope and quit. your alienating an entire play style.
General-GSP wrote:
Yes and no. this is strategy and tactics. why MUST you win first try?
Try maybe chase him around, damage / loot a few vaults, learn about your enemy, and wait let him feel comfortable and raids you again . then send 1 guy to each vault ahead of him and break as many as you know about all at once. Sun Tzu man. Knowledge is power.
General-GSP wrote:but yes IF a solution can be found that doesn't swing the odds ridiculously in favor of the attackers I will be 100% on board.
General-GSP wrote:My main point of numbers isn't so much 20 strong all at once but more of a rotation of people taking turns guarding said ram so it don't get broke. And / or leaving some behind after the HF is moved incase they do come back to a previously used HV while someone else moves on tracking to next.
General-GSP wrote:This is what i have the biggest problem with. IT's a death sentence pure and simple. How do you defend against this. the only way is with larger more complex vaults.
General-GSP wrote:Sun Tzu man. Knowledge is power.
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