Siege system without obvious time gates

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

Siege system without obvious time gates

Postby Ethan » Tue Jan 19, 2016 3:49 am

Assumptions:
    • Now you get visitor buff as soon as you walk on a village claim. Which means the only way to commit criminal acts against an active village is to siege them.
    • Rams are removed from the game
    • Cows are no longer time gated


To begin a siege you must place a siege banner:

    • Only the law speaker of another village can place a siege banner
    • The siege banner has a significant investment of both LP and materials
    • The siege banner must be placed somewhere on the target villages claim
    • The siege banner is a graphical only object, somewhat like village banners, cannot be destroyed manually.

The banner will:
    • Create a conflict zone around it lets say 10 x 10 tiles
      o The conflict zone will allow criminal acts to be performed by members of the sieging village
    • Generate siege points
      o The banner alone will generate 1 siege point every hour

Siege points can be spent on:

    • Buying more conflict zone
      o 1 Tile of conflict zone costs 10 siege points
    • Building symbolic siege engines that will generate more siege points
      o Tiered siege engines that cost more siege points and require more resources to build, but generate more siege points
    • Weakening a structure (wall, house, village idol)
      o Weakening a wall will reduce the soak of the wall by 1 point and cost 10 siege points (e.g. cost 450 siege points to reduce palisade soak to 0)

Conflict Zone:
    • Criminal acts can only be committed within the conflict zone, therefore requiring investing in extending the conflict zone to areas you wish to destroy or steal from.
    • Criminal acts do not leave scents when they are committed in a conflict zone.

Defending:
    • Just like the siege banner generates 1 siege point per hour, the defending village’s idol will generate 1 siege points per hour.

Defending siege points can be spent on:
    • Reclaiming conflict zone tiles, converting them back into normal village claim tiles
    • Symbolic defence structures that will generate more defensive siege points.
      o These will be tiered just as the offensive siege objects


Claiming/Reclaiming Tiles

You can only claim a tile that is directly adjacent to a conflict zone tile (the conflict zone can only grow, it can’t be placed somewhere unconnected to any other conflict zone).

You can only reclaim a conflict tile that is directly adjacent to a village claim tile.



Siege End Conditions
The siege will end when the conflict zone has reached the village idol allowing the aggressor to reduce the soak then destroy it.

The siege will end when the defending village reclaims the conflict zone tile under the siege banner.

When the siege ends all symbolic siege objects disappear.
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Re: Siege system without obvious time gates

Postby Ethan » Tue Jan 19, 2016 3:53 am

Envisioned strategies

Aggressor:
Turtling - keeping the conflict zone small, but mass building symbolic siege engines to stock pile siege points. When a large pool of siege points are generated make a bee line for the village’s idol.
Targeted – Quickly spend all points to buy conflict zone over a certain area that is desirable to commit criminal acts within. (Kill an outlaw, steal cheese, etc).


Defender:
Extinguish – Invest very little in defensive symbolic siege objects. Instead reclaim tiles as fast as possible to end the siege before it can even get started.
Balanced – Invest in reclaiming the conflict tiles, as much as investing in defensive siege objects.
Long Haul – Invest heavily in defensive siege objects, even if it means they may be able to raid a small section of you village, it ensures you will win the siege in the long run.
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Re: Siege system without obvious time gates

Postby Kaios » Tue Jan 19, 2016 4:39 am

Could have posted here, in this completely forgotten thread jorb and loftar ignored.
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Re: Siege system without obvious time gates

Postby jorb » Tue Jan 19, 2016 10:37 am

I've toyed with the idea of a geographically limited siege myself, so I don't necessarily hate that part, at least.

Thanks for the suggestion!
"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."

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Re: Siege system without obvious time gates

Postby Astarisk » Tue Jan 19, 2016 1:26 pm

I like the sounds of this on paper, but I'm not sure how it'd work out if implemented =o
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