Game Development: Siege Chess

Announcements about major changes in Haven & Hearth.

Re: Game Development: Siege Chess

Postby stya » Thu Apr 04, 2019 11:35 am

pppp wrote:Siege window length could depend on claim type (pclaim / vclaim) and claim size (it's auth pool max size) limited within some range, (e.g. small pclaim 2h, huge vclaim 12 h). Siege window should both protect village and siege machines so the attackers do not have to guard them for 24 hours.


So hermit raid 2-3h is your suggestion, does not sound balanced to me.
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Re: Game Development: Siege Chess

Postby pppp » Thu Apr 04, 2019 12:04 pm

Not necessarily. More like "split over multiple 2-3 hour episodes", each at the same time of day, chosen by said hermit (and over several days ofc).
Shorter time is easier for defending side, not harder. It puts more constraints on attacker side.
Last edited by pppp on Thu Apr 04, 2019 12:08 pm, edited 1 time in total.
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Re: Game Development: Siege Chess

Postby stya » Thu Apr 04, 2019 12:07 pm

Ok my bad, sounds better. Only caveat I see is the possibility to abuse smaller pclaims to reduce the window, not sure how relevant that would be in the end
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Re: Game Development: Siege Chess

Postby KwonChiMin » Thu Apr 04, 2019 12:07 pm

pppp wrote:Siege window length could depend on claim type (pclaim / vclaim) and claim size (it's auth pool max size) limited within some range, (e.g. small pclaim 2h, huge vclaim 12 h). Siege window should both protect village and siege machines so the attackers do not have to guard them for 24 hours.

It will just lead to needlessly large p/v claims.
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Re: Game Development: Siege Chess

Postby pppp » Thu Apr 04, 2019 12:19 pm

KwonChiMin wrote:It will just lead to needlessly large p/v claims.

What would be the point of extending time one has to fight and guard own place ? It would rather lead to smaller claims instead.

stya wrote:possibility to abuse smaller pclaims to reduce the window

Not sure how it could be possible. It would encourage having a separate village for each mine level, indeed. Other than that, there are minimum distances between claims.

Consider following setup meant to obstruct with pclaims.
Clipboard01.jpg


Pclaims are meant to obstruct the attack but there are mandatory spaces between pclaims forcing attacker to focus on these spaces to use the village siege window.

Then there is a question how pclaim and vclaim should interact in terms of siege window. IMO it should be either union of both pclaim and vclaim window or pclaim window should be the only one considered, but the latter gives some space to abuse.


Edit:
I can also see this kind of scenario:
Clipboard02.jpg

There is only a few passages between pclaims. But then expanding pclaims too far out beyond vclaim will increase their timers and defeat their purpose.

What I am kind of concerned is how siege window will be applied to attacker side. If not protected time is union of times of all claims around then it is easy to make them fully unprotected. If it is the other way around, then it is easy to make them protected even if the target is unprotected.
So there is a need for placing a kind of object (siege flag/claim) to indicate to which claims the siege apply and make it so it cannot apply to more than one vclaim AND one pclaim a time.
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Re: Game Development Siege Chess

Postby rye130 » Thu Apr 04, 2019 1:11 pm

jorb wrote:Um, no. You had 24 hours to build towers. You can build towers very far into your base, within reach of the walls, but outside the range of catapults placed at a safe distance from the wall.

Perhaps you have a point in that the attacker should pay a higher price, but I don't think siegeing is going to be entirely effortless as is.


How can the archery towers be in range of the wall but outside of range of the catapults when catapults have a longer range and can be placed up right against the wall in the middle of the night when you are sleeping?

And yeah, you have 24 hours to spend your resources making your base look like it isn't worth the hassle to raid, but the amount of time you have to react to the attackers moves after those 24 hours is tiny since catapults charge in 2 hours.
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Re: Game Development: Siege Chess

Postby tyrtix » Thu Apr 04, 2019 1:29 pm

I'll tell you, trying to fix with weird mechanics things that should be looked at in the field of real things, never yelds a real fix. Since when an archery tower could just hit just siege machines? Catapults and trebuchets were build because they could hit walls from a "safe" distance, but you needed the right and skilled people to use them and resources to build them, for example. I just see a tower game here, not much fun for an online game...
Look at reality, replicate that within the game and his limits may be the best way to "fix".
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Re: Game Development: Siege Chess

Postby Necroliter » Thu Apr 04, 2019 1:31 pm

rye130 wrote:
jorb wrote:Um, no. You had 24 hours to build towers. You can build towers very far into your base, within reach of the walls, but outside the range of catapults placed at a safe distance from the wall.

Perhaps you have a point in that the attacker should pay a higher price, but I don't think siegeing is going to be entirely effortless as is.


How can the archery towers be in range of the wall but outside of range of the catapults when catapults have a longer range and can be placed up right against the wall in the middle of the night when you are sleeping?

And yeah, you have 24 hours to spend your resources making your base look like it isn't worth the hassle to raid, but the amount of time you have to react to the attackers moves after those 24 hours is tiny since catapults charge in 2 hours.


Catapult should be manned, archery tower not. Thus when you try placing catapult near the wall it will be attacked immediately. If you place it outside tower range - it will take some time to dry and then will kill archer towers, but owner may have another layer of archer towers deeper into the base (or place more when you are away/waiting for repair timer).

In theory - you need to manage to destroy all towers with catapults and keep them destroyed while ram rolls to wall and takes it down. If you fail with keeping archer towers down - ram will be damaged/killed by them. The fact that towers work automagically is their main strength.
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Re: Game Development: Siege Chess

Postby MrVuleXX » Thu Apr 04, 2019 2:45 pm

Sorry but, how about 5 HOURS then 24 TO BASH THE PALISADES?
I really love what you do for this game, but, it so really hard to wait 24 hours for when I can to destroy something. And sure, everyone can destroy my siege machine, i mean it can be an alt without strength, what the hell dudes.
There is nothing new. Sorry.
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Re: Game Development Siege Chess

Postby DoctorCookie » Thu Apr 04, 2019 3:22 pm

JuroTheDragon wrote:
jorb wrote:
Ag_Revol wrote:What the actual fuck, Jorb?


Meh, you've had a good while to complain beforehand.



Jorb, why you can't just add Eve-online system with reinforced mode... ? Dude, that would make the siege's at least worth anything... I mean in very, very shortcut:

EVERY VILLAGE WOULD HAVE A SHIELD.

If some raiders come, they put siege engises which dry like 2 hrs or so... Then they can attack the shield. after shield goes down to 50% then village shield turns into "reinforced mode" where you CANNOT keep attacking for 48 hrs...
During that time defenders can decide if they call for help and defend or whatever they do... After 48hrs since shields turned reinforced you can take the shield till 0% and then you would hit the palisade/brick walls HPS till zero and beging raiding if they didnt defend it or so...

WHY ITS SO HARD? :(


This is a good system.
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