I wanted to post that yesterday but I see as today some people have similar thing in mind when posting in several places so:
Make the shield points dependable from the state of property instead of solid 60k.
How it works:
Claim Pole: after initial 8 hours, once revisited, starts gaining shield up to 5k. That's maximum for Claim Pole itself. (Regen 1k/h)
Village: Upgraded version of Claim pole with x3 multiplier
Palisade: Once area inside is closed, each square (with pali squares added) add 5 points of shield, up to 30k max (Max Regen 3*Wall_Length/h)(30k = almost 400 pali segments).
Brickwall: once area inside is closed, each square (with wall squares added) add 10 points of shield, up to 60k max. (Max Regen 5*Wall_Length/h)
Explanation:
Palisade and Brickwall closed spaces don't overlap each other. If there's pali inside a brick, brick covers only area up to pali, but not with pali itself. Same for reverse setup. if one segment is attacked, it regeneration and that part of shield stop regenerating.
Max Regen stands for days without siege. For a pali of 396 length, max regen is 1188 points of shield per hour. For a brick wall of same length, 1980 points/h.
Each time successful hour of siege, drops the regen of shield by 1 point for a real time day, max to 1. The idea behind it is to have a luxury of expanding siege of larger objects into longer periods of time, by having shield regen nerfed enough, to make it relative for sieging equipment to be build and used (minus for wrecking ball, only for RAMs and Catapult some buff required?) at same time having very small objects to be sieged very quickly.
Downside, hermits or casuals would have much more difficult live or generally people not living on larger land.
Upside, a lot quicker siege of very small safe palis, making brickwall great again, having some correlation between size of claim, type and size of wall. Having two palis or two brick walls having no effect and essientially enforcing brickwalls as mandatory wall to have maximum security, that at least in my imagination, would provide nearly exactly as any sized pali with a claim does now.
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Aceb
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wonder-ass
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Re: Yet another take on siege / shield
still the time it takes to plop another safe pali down is like 5 mins vs time it takes to destroy one.
see homo sexuality trending,. do not do that.
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Aceb
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Re: Yet another take on siege / shield
But having and hour or two in comparison to 13 is better-no? And I don't think that there's perfect solution, especially that if You make it harder to put down one, You will make it harder for everyone else who isn't even target problem here. If You make it easier, then again, it will more hit everybody else than actual problem.wonder-ass wrote:still the time it takes to plop another safe pali down is like 5 mins vs time it takes to destroy one.
@edit: and from chosing two, harder would be better but I don't know how would You slow down end-game players in building shit-toilet.
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wonder-ass
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Re: Yet another take on siege / shield
yes this is the problem and im not sure there really is a fix for it with out hurting hermits.Aceb wrote:But having and hour or two in comparison to 13 is better-no? And I don't think that there's perfect solution, especially that if You make it harder to put down one, You will make it harder for everyone else who isn't even target problem here. If You make it easier, then again, it will more hit everybody else than actual problem.wonder-ass wrote:still the time it takes to plop another safe pali down is like 5 mins vs time it takes to destroy one.
see homo sexuality trending,. do not do that.
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SaltyCrate
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Re: Yet another take on siege / shield
There are many implications which make many various parts of this idea horrible. But setting them aside, lets start with a simple counterpoint: safe palis would just be built larger. Their current small size and lack of village claim is not an essential prerequisite of their existence. And they will still be fundamentally easier to build than to destroy, and valuable enough to bother.
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Dakkan
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Re: Yet another take on siege / shield
Floodfill, -1.
Also this seems to only favor reducing shield max below 60k?
Also this seems to only favor reducing shield max below 60k?
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Aceb
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Re: Yet another take on siege / shield
That's why I proposed here to make brickwall more essential here + It will be always easier to build, because if You nerf building stuff up, You will hit everyone.
I rather for one, tried to bring up of idea instead of nerfing / buffing something, wanted to share idea where stuff gets maybe balanced. Even if stuff gets bigger, it means it's gonna be easier to notice and a bit more effort would have to be put into it and etc. etc.
I rather for one, tried to bring up of idea instead of nerfing / buffing something, wanted to share idea where stuff gets maybe balanced. Even if stuff gets bigger, it means it's gonna be easier to notice and a bit more effort would have to be put into it and etc. etc.
Or make it a lot easier to siege small claims.Dakkan wrote:Floodfill, -1.
Also this seems to only favor reducing shield max below 60k?
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Dakkan
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Re: Yet another take on siege / shield
So if I really want to bully a hermit, I just gotta plop a claim next to them, build this:

And be a huge dick?
Edit: Yes, I do hate certain person() enough to do this.

And be a huge dick?
Edit: Yes, I do hate certain person() enough to do this.
Last edited by Dakkan on Sat Oct 20, 2018 9:33 pm, edited 1 time in total.
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Aceb
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Re: Yet another take on siege / shield
So, what stops You from doing it now, using only way much cheaper pali?Dakkan wrote:So if I really want to bully a hermit, I just gotta plop a claim next to them, build this:
And be a huge dick?
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Dakkan
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Re: Yet another take on siege / shield
Nothing. Your idea just adds extra steps to it, but makes defense harder for hermits.
I hate the random pclaim as much as anyone, but I don't want to ruin the game for new players or people playing without a village.
I hate the random pclaim as much as anyone, but I don't want to ruin the game for new players or people playing without a village.
