Karede wrote: It takes a special kind of autism to play this game
bitza wrote:yall are making this way too complicated. just have multiple instances of theft scents, vandalism, etc. on the same claim stack in terms of how long the perp will be outlawed. this would encourage just stealing the things you really want as opposed to destroying everything in the village
pheonixB wrote:Unpopular idea I have, but why don't we go to the trial of fire idea where we build siege camps that have a lot of hp then after a set period of time the base is vulnerable to siege weapons. Shorter siege activation times depending on the siege camp you build like you build a kingdom level camp the time is 8 hours village level is 12 etc and the resources increase exponentially per type. The only thing is restrictions on building them like only certain distances they reach, can only be built off claims and can't be claimed and deactivate if a wall is built around them.
bitza wrote:yall are making this way too complicated. just have multiple instances of theft scents, vandalism, etc. on the same claim stack in terms of how long the perp will be outlawed. this would encourage just stealing the things you really want as opposed to destroying everything in the village
Pan_w_okularach wrote:Potjeh wrote:Yay, more convoluted mechanics and special cases.
This. Also, whats wrong with good old leveling the entire village to the ground? Sounds to me, under the disguise of caring for sieges to be 'fun' and not 'boolean' what he really wants is to turn it into some meaningless activity, where I as a raider if I'm lucky get to enter an enemy base through the 'breach' steal some leftovers and fuck off. But it's not what it's all about, little Granger, sieging is about causing damage not petty thievery.
Granger wrote:Fine then, let's keep things as they are so we can keep enjoying the 'dead game' chants in the 'wipe now' topic.
Teleskop wrote:if the chance to win a lottery is 1 to 1 000 000 it doesnt mean im any closer to winning after buying 1 000 000 tickets
MagicManICT wrote:Pan_w_okularach wrote:Potjeh wrote:Yay, more convoluted mechanics and special cases.
This. Also, whats wrong with good old leveling the entire village to the ground? Sounds to me, under the disguise of caring for sieges to be 'fun' and not 'boolean' what he really wants is to turn it into some meaningless activity, where I as a raider if I'm lucky get to enter an enemy base through the 'breach' steal some leftovers and fuck off. But it's not what it's all about, little Granger, sieging is about causing damage not petty thievery.
And thus... we clearly need a distinction between the two in game terms. Some people just want to loot abandoned bases (or what looks to be, anyway). Others want to faceroll hulksmash their enemies.
Granger wrote:Possibly breaking walls in siege could (instead of cascading delete them) create a 'Breach' that allows entering the inside but (similar how gates apply visitor) applies a debuff that limits the total amount of damage that can be inflicted on the inside (tracked for that breach, not per character that goes through it)?
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