Game Development: Siege Chess

Announcements about major changes in Haven & Hearth.

Re: Game Development Siege Chess

Postby loftar » Wed Apr 03, 2019 10:30 pm

Ag_Revol wrote:For example, if you place a ram close to walls you need to check it 24x times every 59 minutes. But if you place it in a safe place close enough to enemy base you need to check it only (DISTANCE/7.5) Times.

I certainly wasn't expecting people to be building their rams up against the walls of their targets by default, so that sounds like the intended behavior. Putting up a palisade around the ram does nothing to defend it from archery towers, though.
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Re: Game Development Siege Chess

Postby Ag_Revol » Wed Apr 03, 2019 10:32 pm

loftar wrote:
Ag_Revol wrote:For example, if you place a ram close to walls you need to check it 24x times every 59 minutes. But if you place it in a safe place close enough to enemy base you need to check it only (DISTANCE/7.5) Times.

I certainly wasn't expecting people to be building their rams up against the walls of their targets by default, so that sounds like the intended behavior. Putting up a palisade around the ram does nothing to defend it from archery towers, though.

It depends on the range of towers tho
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Re: Game Development Siege Chess

Postby Granger » Wed Apr 03, 2019 10:32 pm

loftar wrote:
Granger wrote:Splash / Cascade should be modified in general, for one to give us some control over it for remodeling for another that an attacker isn't able to de-wall a village in case the RNG smiles on him.

I don't totally disagree, but I'm not sitting on any alternative idea that I find better.

Simple: don't cascade endlessly when breaking a wall with a Wrecking Ball or a Battering Ram, but only remove the tile targeted and 1-3 to each side.

Make removing a tile damage the adjacent walls to 5% health (95% damage) and define that level of disrepair as easily hand-bashable (15 seconds with reasonable strength), though while on an active claim only possible with vandalism permission (not via criminal acts).
Destroying such a damaged segment by hand will only damage (as above), but not completely destroy, any adjacent ones.

There. Done. You're welcome. Cape please.

loftar wrote:
Granger wrote:Apart from that, regarding the lag spike issue: As far as I understand it there is a way forward, when will it be walked?

I know, I know. I'm just too nervous to do invasive changes as long as things work somewhat well anyway. Not an excuse, just an explanation.

I guess that no one would have problems in case you would announce the following:
On $day at $time I'll shutdown the server, make a backup to a remote location, do the operation and start it up again afterwards.
That will take estimated of $x hours, in case it explodes and I need to restore the backup it'll take about twice as long.
Sorry for the inconvenience, but I have to do what I must (because I can)...

I think most (if not all) would applaud you for this - but the longer you wait with it the more the reaction will be *meh*.
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Re: Game Development Siege Chess

Postby boshaw » Wed Apr 03, 2019 10:34 pm

Ag_Revol wrote:
loftar wrote:
Ag_Revol wrote:For example, if you place a ram close to walls you need to check it 24x times every 59 minutes. But if you place it in a safe place close enough to enemy base you need to check it only (DISTANCE/7.5) Times.

I certainly wasn't expecting people to be building their rams up against the walls of their targets by default, so that sounds like the intended behavior. Putting up a palisade around the ram does nothing to defend it from archery towers, though.

It depends on the range of towers tho


The range of the archery towers is more than the distance you can move them before repair. It's nearly 15.5 tiles out from the center.
Last edited by boshaw on Wed Apr 03, 2019 10:35 pm, edited 1 time in total.
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Re: Game Development Siege Chess

Postby Ag_Revol » Wed Apr 03, 2019 10:35 pm

boshaw wrote:The range of the archery towers is more than the distance you can move them before repair. It's nearly 16.5 tiles out from the center.


Moving catapult first is a thing though?
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Re: Game Development Siege Chess

Postby boshaw » Wed Apr 03, 2019 10:36 pm

Ag_Revol wrote:
boshaw wrote:The range of the archery towers is more than the distance you can move them before repair. It's nearly 16.5 tiles out from the center.


Moving catapult first is a thing though?

Yes, ideally as an attacker, if you're rich, you would put down catapults first and break their towers then roll the ram up closer and have to defend it while it repairs before you can get to the wall safely.
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Re: Game Development Siege Chess

Postby shubla » Wed Apr 03, 2019 10:37 pm

Fact is: siege is never going to work.
Making a system where it would be possible to raid people, while it still would be possible to defend, is impossible.
I think its waste of time to make siegesystems :roll:
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Re: Game Development Siege Chess

Postby LaserSaysPew » Wed Apr 03, 2019 10:37 pm

What about making wrecking ball dry instantly but only usable if it doesn't leave a crime? What could go wrong?
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Re: Game Development Siege Chess

Postby Grog » Wed Apr 03, 2019 10:38 pm

Lag is a heavy issue for every single player and has shown to be a quite effective play-count-killer in former worlds.
A well announced and planned downtime is absolutly tolerable and not too uncommon in indy games. (Though it might feel a little oldschool.)

Do it.
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Re: Game Development Siege Chess

Postby shubla » Wed Apr 03, 2019 10:39 pm

Grog wrote:Lag is a heavy issue for every single player and has shown to be a quite effective play-count-killer in former worlds..

No it has not been.
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