Sevenless wrote:Second thought: Wouldn't this cause similar 24hr guarding issues if people just slapped down archer towers outside the walls/beside the siege engines? Would it make sense to require archery towers to be attached to a wall to be built?
Part of the point is that, since archery towers and the siege engines proper take time to activate, you wouldn't have to constantly watch them. Yes, you'd have to be there occasionally, but I would imagine that the siege engines not getting rekt if you leave for five seconds would improve the situation quite significantly.
I'm not sure having to check every 1-2 hours is really improving that though. You still need round the clock activity, even if it's slightly less annoying to check it.
Btw thanks for asking for community feedback on this. I'm sure I'm not the only one who appreciates it.
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rye130 wrote:Wouldn't the defenders building an archery tower next to the ram effectively rekt it unless there are already catapults in place to break it since archery tower is the fastest drying siege machine?
Perhaps it wasn't mentioned, but the idea is that archery towers, unlike the siege engines proper, are destructible by hand (so that they are only really useful from behind walls).
"Object-oriented design is the roman numerals of computing." -- Rob Pike
Is the idea here to encourage people to build giant bases, possibly with many walls spaced apart with archery towers next to them (if being sieged) to effectively delay it for hours and hours if not days depending how big the base is? That way the attackers basically run out of brimstone and give up because it's not worth the effort over say some small settlements.
Tamalak wrote:So there is no incentive to actually sally/fight in this siege implementation? It's 100% a matter of how many resources each side has?
Make it so slave keys only allow firing of siege weapons. Master keys required for moving. This will force players to bring their master keys into combat. Then people would be able to take the keys and change the locks. Gaining total control of the equipment
Love the idea, seems fair and depending on what mats archery towers need, it could be an effective ways even for noob villages to defend themselves from a lonely ram (without having to go outside and face enemies with uber stats)
jorb wrote:
[*] Archery Towers cannot attack other archery towers. There should be no incentive to construct them offensively.
loftar wrote:We've also considered if archery towers, like walls, should be outright impossible to build on foreign claims.
You should only be allowed to build it on friendly claims, not even in wilderness. If the whole point of it is defensive only, that's the best way to reduce to minimum the chances of any offensive use.
The more I think of this the more I think its just bad for noobs and just okay for big bases.
If this goes into effect I plan to places rams just outside of archer tower range at tons of appealing looking bases. In order to ensure the ram gets fully charge all I have to do is have a character log in once and hour to check if they placed an archer tower outside their base next to my ram. If they did, I bash it, if they didn't my ram gets fully charged. After its fully charged I can decide on a 3 hour period where I want to move the ram forward. If they built archer towers inside, I get to decide if the place is worth building catapults for. If they didn't then I start moving forward. If that don't log on to build more archer towers during that time I get into there base having only invested 1 rams worth of material, and a little effort having a character log in every hour to check on the ram. That's ridiculously cheap and easy for the amount of payoff I could get for one person being unfortunate enough to not defend properly.
Meanwhile I don't think it solves the issue of big, strong bases of experienced players being effectively impossible to raid. I actually think this might make it easier for me to design a base that's, for all intents and purposes, unraidable. The price of breaking into big bases goes wayyyyyyyy up and all it costs me as a defender is enough materials to make enough archer towers once the ram is in range to make it so their catapults are overwhelmed.
I'm not thinking this system will work too well to be honest.
SnuggleSnail wrote:
IMO the best solution would be world 10 siege but:
1) Can't extend/disband/build flags on p/vclaims that have had their shield damaged by siege
2) All overlapping claims take shield damage when any other is damaged, irrespective of if the object being sieged is touch by both claims
3) Pclaims/Vclaims show up on the mini-map
4) Wreckingballs do shield damage automatically after being activated, can only be activated after drying
5) Pclaims handbashable for siege damage/destroy if not covered by a vclaim
6) No brimstonning claims
7) Palisades handbashable if not claimed
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SnuggleSnail wrote:
IMO the best solution would be world 10 siege but:
1) Can't extend/disband/build flags on p/vclaims that have had their shield damaged by siege
2) All overlapping claims take shield damage when any other is damaged, irrespective of if the object being sieged is touch by both claims
3) Pclaims/Vclaims show up on the mini-map
4) Wreckingballs do shield damage automatically after being activated, can only be activated after drying
5) Pclaims handbashable for siege damage/destroy if not covered by a vclaim
6) No brimstonning claims
7) Palisades handbashable if not claimed
rye130 wrote:The more I think of this the more I think its just bad for noobs and just okay for big bases.
If this goes into effect I plan to places rams just outside of archer tower range at tons of appealing looking bases. In order to ensure the ram gets fully charge all I have to do is have a character log in once and hour to check if they placed an archer tower outside their base next to my ram. If they did, I bash it, if they didn't my ram gets fully charged. After its fully charged I can decide on a 3 hour period where I want to move the ram forward. If they built archer towers inside, I get to decide if the place is worth building catapults for. If they didn't then I start moving forward. If that don't log on to build more archer towers during that time I get into there base having only invested 1 rams worth of material, and a little effort having a character log in every hour to check on the ram. That's ridiculously cheap and easy for the amount of payoff I could get for one person being unfortunate enough to not defend properly.
Meanwhile I don't think it solves the issue of big, strong bases of experienced players being effectively impossible to raid. I actually think this might make it easier for me to design a base that's, for all intents and purposes, unraidable. The price of breaking into big bases goes wayyyyyyyy up and all it costs me as a defender is enough materials to make enough archer towers once the ram is in range to make it so their catapults are overwhelmed.
I'm not thinking this system will work too well to be honest.
How about borrowing an idea from AoE: siege workshop. Basically several tiers of fairly expensive structure, and to build stuff more advanced than ram you need a corresponding tier of siege workshop close to construction site. Worthwhile to make top tier to siege a large town, but wasteful to make it for a small hermit claim. Also gives opportunity for the defender to inflict significant damage to the attacker.