Pre-Announcement: Siege Changes

Announcements about major changes in Haven & Hearth.

Re: Pre-Announcement: Siege Changes

Postby jordancoles » Wed Apr 06, 2016 12:33 am

MightySheep wrote:
jorb wrote:Does coles not have some sort of point?

Catapults do 200hp dmg per shot, shields have 60k soak. Are you asking if it is a problem that people can create 300 insta-fire catapults to break a shield? (318 if you factor in shield regen)

That is a bit of a far-fetched thing to worry about don't you think? If the attackers dont have the manpower to defend their catapult, how will they even be able to construct new catapults without dying or gain entry to the village when they are done?

LadyGoo wrote:Consequently, every single village will expand their vclaim for 40+ tiles away, so you would not be able to have a palisade around the siege engine and remain vulnerable to attacks.

True, even if they dont already have extended claims, they have plenty of time to make banners during a raid. Once claimed, doesnt that then allow "evict" command or does that require walls? What protection is there against alt spam? Alts can be used to break catapult signposts as soon as they are made, as well as lots of other annoying behavior like blocking people in and there is nothing to stop the defenders spamming them endlessly. Lets not forget that alts can currently dismount and steal horses just by clicking "inspect", is that even fixed yet? What about being able to attack people while on a claim even if you dont have rage, isn't that still a thing? Alt spam needs to be fixed.

So much about your post is just wrong

Also, catapults get multiple volleys
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Re: Pre-Announcement: Siege Changes

Postby stya » Wed Apr 06, 2016 12:50 am

jordancoles wrote:
MightySheep wrote:Bullshit

So much about your post is just wrong

Also, catapults get multiple volleys


Also about balance between catapult spam and resources, you could give the catapult a 1h dry time. Increasing the brimstone spawn might give people the opportunity to stack brimstone and try to bruteforce, maybe accelerate the brimstone decay to balance that?
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Re: Pre-Announcement: Siege Changes

Postby Robben_DuMarsch » Wed Apr 06, 2016 12:58 am

LadyGoo wrote:This. I am capable of making a stat-caped character in 2 days time.


I don't doubt this for a second.
RIP Permadeath (if your faction has "access" to these sorts of resources) :D
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Re: Pre-Announcement: Siege Changes

Postby LadyGoo » Wed Apr 06, 2016 1:08 am

Robben_DuMarsch wrote:
LadyGoo wrote:This. I am capable of making a stat-caped character in 2 days time.


I don't doubt this for a second.
RIP Permadeath (if your faction has "access" to these sorts of resources) :D
You still lose skills and tons of time on food production, which is hard to automize (no pathfinding, unable to craft from barrels and etc.)
But to be honest, I don't think it is a bad thing that you can regain your stats quickly. People would PvP a lot early in the world because they would lose only a week old character. I think, that it is reasonable to make the early game a bit harder, since you still have the interest in building your city and establishing stuff. But once it's all done, everything should be much easier (character building and etc.) to keep the interest in the game.
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Re: Pre-Announcement: Siege Changes

Postby spawningmink » Wed Apr 06, 2016 1:09 am

LadyGoo wrote: This. I am capable of making a stat-caped character in 2 days time.

you should do it and sell avrian an char XDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDi heard he needs a new one
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Re: Pre-Announcement: Siege Changes

Postby LadyGoo » Wed Apr 06, 2016 1:14 am

Also, some pictures for J&Lo for the siege mechanism defences:
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This kind of stuff could also counter horses. Something that is temporary and could be destroyed in 10-30 minutes and give the attackers some time to react.
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Re: Pre-Announcement: Siege Changes

Postby leanne69 » Wed Apr 06, 2016 1:18 am

I can already see those thing surrounding gate to avoid the defender to go out :D
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Re: Pre-Announcement: Siege Changes

Postby Robben_DuMarsch » Wed Apr 06, 2016 1:20 am

LadyGoo wrote:
Robben_DuMarsch wrote:
LadyGoo wrote:This. I am capable of making a stat-caped character in 2 days time.


I don't doubt this for a second.
RIP Permadeath (if your faction has "access" to these sorts of resources) :D
You still lose skills and tons of time on food production, which is hard to automize (no pathfinding, unable to craft from barrels and etc.)
But to be honest, I don't think it is a bad thing that you can regain your stats quickly. People would PvP a lot early in the world because they would lose only a week old character. I think, that it is reasonable to make the early game a bit harder, since you still have the interest in building your city and establishing stuff. But once it's all done, everything should be much easier (character building and etc.) to keep the interest in the game.


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Re: Pre-Announcement: Siege Changes

Postby LadyGoo » Wed Apr 06, 2016 1:23 am

leanne69 wrote:I can already see those thing surrounding gate to avoid the defender to go out :D
They could just break it, provided the things cannot be repaired. + there are always other means of going outside (Via minehole and etc.).
I doubt any sane defenders will go outside using the gates. In majority of the situations, defenders would always try to attack from behind of the attackers.
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Re: Pre-Announcement: Siege Changes

Postby MightySheep » Wed Apr 06, 2016 1:30 am

jordancoles wrote:So much about your post is just wrong

I havent used catapult before, to correct my totally wrong previous post: 1800+hp per catapult = 33 catapults, still quite a lot of resources.

In the paragraph regarding alts notice the question marks, those are questions. A question cant be "wrong" if you have answer pls feel free. The point I was making about alts being a big problem for siege still stands.

jorb wrote:Under the present regime the defenders can attack and destroy a catapult during its initial buildup time, before it has dealt any damage to its target, and thus nullify the attacker's resources spent on that catapult. This creates some "game" around the situation, where both sides have to engage in somewhat unpredictable behaviors -- defend and attack the catapults -- to advance or prevent the siege.

If we remove the initial drying time entirely, the siege could become solely a question about resources, meaning that the attacker can simply "buy out" the defender by spending enough resources on new catapults, fire them instantly, and then not care too much if they live for another cycle or not.

The attacker can "buy out" the process of defending catapults sure but they still need to take their army to this location, build the thing and fire it. The whole act of sieging can't really be bypassed, they can't necessarily escape a fight if the defenders chose to fight back. If the attackers are strong enough to beat the defenders, I don't see why they would go down the route of abandoning catapults every hour, they will have red handed for firing anyway.

Theoretically attackers could set up a nearby base and take stealthy potshots at enemy walls every once in a while but if you are discovered then it kind of shuts the plan down. It's hard to imagine that it would be possible for someone to pull off a total stealth raid like this. I don't see why it shouldn't be allowed though, it's still a big risk, in terms of resources and chars. I would enjoy reading a moot thread where somebody gets raided like this, you have to at least appreciate the effort involved and the defenders would have to be pretty dumb to let it happen.
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