jorb wrote:I don't think we should stare ourselves too blind on the 12 hours number, as it is highly theoretical. It assumes infinite catapults. If you babysit a siege from start to finish the actual number lies somewhere in-between 12 and 36 hours, and most likely toward the farther end of that scale.
jorb wrote:What I can concede is that I think it would be nice for them if there was something they *could* do during the siege to slow the process down.
Granger wrote:Fuck off, please go grow yourself some decency.
jorb wrote:The whole "sieges being too binary" argument has merit, and I am tempted to agree that a wall breach wrecks you harder than it ideally should. I think there are at least some counter-factors presently...
I also think that there is some argument to be made that an environment where sieges are actually possible may cause the population to coalesce into factions and groupings that are actually viable in that kind of a climate. I imagine that some level of adaptation to a more aggressive ruleset is both possible and reasonable.
If a big scary faction cannot through any amount of effort remove hermitages, then there is no siege warfare to speak of in the game. If we give up on the ambition that there should be siege warfare in the game, then we have taken the game down a path which I suspect will lead to what we have seen in the past, i.e. stale farmville worlds with no political dynamism to speak of. I am sure that game can have its merits -- Farmville is fun -- but it isn't the game I have dreamed of building.
Fundamentally: I want war and armies to be features of the game.
VDZ wrote:While I partially agree with you, you should not underestimate the crazy lengths people go to to achieve things in this game.
Ysh wrote:''If someone can then they will, eventually.''
Enjoyment wrote:It seems to me like you want ONLY war and armies to be features of the game...
Kaios wrote:he does it all the time
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