Granger wrote:Fuck off, please go grow yourself some decency.
jordancoles wrote:GG you can bruteforce someone out by just making multiple catapults as they're destroyed
Fun
Archiplex wrote:I personally really like the idea of an enemy faction building catapults and 'sieging' a place over the course of a day or two, to whittle down it's defenses. The defending party should know the approximate time that their shield will go down, and they could then plan to have an actual fight or not.
strpk0 wrote:Basically the global idea is that how much effort and time sieging a village takes shouldn't be a direct static number, but rather a factor that is affected by the overall strength of the groups involved.
Granger wrote:Fuck off, please go grow yourself some decency.
Wrong. Why would I spend my precious brimstones on some filthy nab who has not done anything to me? I would rather use them to take over some resource nodes.DanteThanatos wrote:There will be no way to give hermits/newbies safety and at the same time give larger factions ways to kill criminals or raiders to be satisfied with loot for their efforts.
A little note, my faction came back in the middle of W5 and fought against Pandemonium, who had better stats than us. So yeah, there is no such thing as "drag a little behind", especially with the current system, where you can make a stat-caped character within a day, if you work hard enough.DanteThanatos wrote: Others play in a highly competitive PVP where if you drag a little behind you might as well leave to return after a new world.
Making the sieges resource-dependedDanteThanatos wrote: And in a TL;DR There isn't any way to find balance in siege mechanics as the game stands now.
Archiplex wrote:Catapults are meant to whittle at a base's defenses slowly over time (the shield), we should be able to damage a base's health over time until a certain damage cap- where then the defensive side will have to act (maybe such as a power that costs a lot of influence/lp/some rare materials? that nullifies all damage for a period of time, which any outsider can see how long until they can hurt it again) to either run and escape, or prepare a fighting force back against the raiders. After that damage cap, the raiders should be able to completely break down the walls and get in.
Archiplex wrote:Also, regeneration should arguably not happen if a certain amount of damage is taken per regen cycle- but regen much faster otherwise?
jorb wrote:Thoughts? Is there a reasonable compromise between our suggestion and the present regime? Could we make catapults have a two hour initial drying time? Three?
VDZ wrote:Raids against major factions would be near-impossible, or at least definitely not worth the effort. You have to build a lot of catapults to deal decent damage to the shield, but leaving them out in the open for 2-3 hours means there's a HUGE risk of them being destroyed. And they're pretty expensive to build.
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