Siege Bubbles
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Executive summary: Inverted claim shields.
- When a siege machine would (criminally) deal damage to a wall object, a siege claim is created centered on the object where damage was dealt. The siege claim is created only on tiles where (any of the) claims present on the attacked object are also present, and at most within a 100x100 square. I think that may fix Ysh's and shubla's complaints. Further siege damage under the siege claim will raise the claim's Authority. When, and only when, the Authority of the siege claim is above a certain level, the siege machine can damage the actual wall object, and raze it.
- Siege claims can only gain some fixed amount of Authority per unit of time, much like claim shields could only lose some amount per time.
- Siege claims lose authority over time, much like claim shields would have gained it.
- New siege claims created overlapping already existing siege claims are created with half of the old claims authority.
- Siege machines have a very short initial drying period. Walls off-claim can be taken down almost immediately.
- Brick walls require more authority than palisades to actually be damaged.
- Much like in world 10, and now, the siege machines break down when used or moved, and have some repair cooldown.
- Nearby claims are warned when siege claims are created, rather than when siege engines are as is now the case.
Basically, this means implementing claim shields, but with the hopefully added bonus of removing various exploits like setting and removing permissions, creating multiple shields from overlapping claims, &c.
Can we push this on Thursday, or are there good reasons not to?
EDIT: Loftar has pushed some c0d3z relevant to this to the repository, so if you're developing a custom client you might want to merge those changes.