The wall would not take damage if it has already taken its damage for the relevant period, obviously.overtyped wrote:then instantly break a wall down.
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jorb
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Re: Some thoughts on Siege
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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jorb
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Re: Some thoughts on Siege
It would probably be a good and healthy thing if the timers were not 100% linear and predictable.ethan wrote:I like the idea, but don't like how its directly related to time.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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overtyped
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Re: Some thoughts on Siege
What do you have to stop triple walling, to abuse this system, and make your town immortal?jorb wrote:The wall would not take damage if it has already taken its damage for the relevant period, obviously.overtyped wrote:then instantly break a wall down.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Avu
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Re: Some thoughts on Siege
I know how you do unpredictable shit. Waiting two days for a non negative crop roll unpredictability so fun.jorb wrote:It would probably be a good and healthy thing if the timers were not 100% linear and predictable.ethan wrote:I like the idea, but don't like how its directly related to time.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
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Potjeh
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Re: Some thoughts on Siege
Sounds good in theory, but it's gonna take a lot of iterations to get the balance right, in the meantime everyone will die :/
On one hand I think breaking some eggs can't be avoided if the game development is to progress, but on the other I'm scared it'll drive away a lot of the current players. If it could be fully balanced before the next world it could pay off, though.
On one hand I think breaking some eggs can't be avoided if the game development is to progress, but on the other I'm scared it'll drive away a lot of the current players. If it could be fully balanced before the next world it could pay off, though.
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jorb
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Re: Some thoughts on Siege
A better question to be certain. I shall consider it. Historically we have attempted various forms of splash damage from collapsing walls.overtyped wrote:What do you have to stop triple walling, to abuse this system, and make your town immortal?
On that note, why hasn't this been more of a thing in Haven as it is?
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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Astarisk
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Re: Some thoughts on Siege
Sounds like you could just do the entire siege on alts and risk very little tbh.
edit: Their may be timers to prevent you from doing consecutive actions, but the act to do the action takes no time to do. This doesn't seem like it really creates conflict if you have to catch the individual online for the split moment it takes for an action to be performed. It feels like the only time you will see actual players is if maybe they broke into the town.
edit: Their may be timers to prevent you from doing consecutive actions, but the act to do the action takes no time to do. This doesn't seem like it really creates conflict if you have to catch the individual online for the split moment it takes for an action to be performed. It feels like the only time you will see actual players is if maybe they broke into the town.
Last edited by Astarisk on Tue Dec 08, 2015 10:05 pm, edited 1 time in total.
IRC/IGN: Rawrz
Join the (HedgeHugs) Haven & Hearth Discord if you need help.
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Join the (HedgeHugs) Haven & Hearth Discord if you need help.
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overtyped
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Re: Some thoughts on Siege
Because you can reuse the ram, and keep bashing one after another.jorb wrote:A better question to be certain. I shall consider it.overtyped wrote:What do you have to stop triple walling, to abuse this system, and make your town immortal?
On that note, why hasn't this been more of a thing in Haven as it is?
Here is an idea, if a ram has already destroyed a dried wall, then it can destroy more walls in 1 shot, then having multiple walls will be useless.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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jorb
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Re: Some thoughts on Siege
Well, sure, but why not space wall layers one ram range apart?overtyped wrote:Because you can reuse the ram, and keep bashing one after another.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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ethan
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Re: Some thoughts on Siege
Random timers don't sound like much fun.jorb wrote:It would probably be a good and healthy thing if the timers were not 100% linear and predictable.ethan wrote:I like the idea, but don't like how its directly related to time.
making it unpredictable but letting the siegers choose how the "time" resource is spent is fun.
Siege 1 is getting in as fast as possible to steal some shit. Even if it means the village is able to end the siege relatively quickly and repair from the damage.
Siege 2 is more draw out, requires both sides to invest continuously, but ultimately the village is completely raized, or the siegers are significantly drained of resources, so that they cannot maintain the siege.