- It needs to be possible to remove a player from any location, and thus it needs to be possible to force fundamental conflict.
- Sieges should be visually appealing. They should look like sieges, and not depend on ugly, non-visual states.
- War and siege should be a collection of informal, localized states, rather than formal and global. Formal states create distinct interfaces between states that are prone to manipulations, workarounds and exploits. The game devolves to a game about those states, rather than a game about siege warfare.
- That players actually make progress in a siege is not too important. What is important is the ongoing threat of being able to do so if not prevented or counteracted, and the ability to always/often act toward furthering this goal. As long as both sides have to/are able to continously take meaningful action on account of the siege, it does not matter whether either side actually breaks the other, but in fact a protracted siege is highly desirable. This in itself creates activity and a sense of action and purpose.
- Sieges should not seek to force players into being online simultaneously, but should rather seek to create points of overlap in time and space with opportunities for encounters.
- Sieges should, ideally, have several possible vectors of attack
- Losing should ideally be fun. If the process of losing is drawn out over a longer period of time, it can potentially be fun.
- Sieges should be subject to a great deal of inertia.
What we want to do, thus, is simply to insert many more time gates into the process than presently exist. As it stands there is a 24hr waiting period for the ram, and that is it. We'd like there to be lots more, and probably a lot more fine-grained. For example.
- Place a ram. Four hours later you can move and use it.
- Ram a wall segment. You can knock the wall down two steps (arbitrary scale) every, say, six hours.
- Repair a wall segment. You can repair the wall one step every four hours.
- Place a catapult. Eight hours later the catapult can be loaded.
- Load a catapul. One hour later the catapult can be fired.
- Fire a catapult. A shower of stones scatter with some randomness over an area, damaging constructions and players in it if they hit. Four hours later the catapult can be re-loaded.
- Strike a cow. The cow falls prone. 6 hours later the cow can be struck again. Three strikes and the cow dies.
- Smash a siege engine. Three hours later it can be smashed again.
- Smash a locked door. Four hours later you gain entry to the house.
- Smash a locked chest. Two hours later you gain entry to the chest.
I want to imagine that the inertia of a system like that -- you have time to call allies, potentially lay counter-sieges, encounter perpetrators while they are actually online, &c&c -- could potentially create a system that is, indeed, actually dynamic and fun.
Various aspects of this has been suggested before. There are a million little details for the devil to hide in.
Share your thoughts if you have them.