jordancoles wrote:Idk, I'm all for raiding, but like I said, most people recover from character deaths.
Frequently losing bases is what makes people quit for good
I've never agreed with the concept of "losing a base" because someone breached the walls. If we're talking radical rework of sieging system, there's no reason why we need to keep current mechanics in that sense. Yes, it moves away from sandboxiness a bit perhaps, but we're trying to fix a flaw that is inherent in all sandbox games with pvp. Due to the rework of teleportation mechanics for example, I can see very few reasons why anything other than walls should be vandalizable during an attack.
The main issue as to why I suggested this was based on my earlier suggestion of static defenses. I don't see any way to balance static defenses for every day stuff vs sieges. My only way of reconciling the two is to have some formal declaration that turns the static defenses off somehow.
Side note: As it is right now, the only way to attack a stable faction is 24 hr camps. And frankly, that's bad game design. You've got a point that you don't want sieges to be easy to drop because it kills people out of the game. But I really don't think 24hr camping as a mechanic is acceptable. If sieges are so destructive to the game, why should they be allowed at all? If we magically found a way to make animals/infastructure immune to being attacked, what you'd stand to lose in sieges is equipment, characters, and general "stuff".
I'm definitely not arguing hardcore for any of my suggestions. Just throwing out ideas and looking for flaws.