Zampfeo wrote:Siege was cancer even when it was 24hr. Let the attacker choose a date and the defender a one hour window where their walls can be bashed. Attacker wouldn't need to poop-sock babysit a siege camp and the defender would have plenty of time to relocate, find help, and/or whine on the forums.
One important thing about sieges is comparison of invested resources and time between attacker and defender.
Attacker invest's in attack much less time, than defender loses if he fails. Because rebuild all lost infrastructure is very cost-wise in terms of time. Funny thing is multiple wall layers - it's a cheat on the defender side because making them cost much less time for defender than breaking

There is two ways of balancing it.
1. Reduce defender loses. I see no way to do that with current mechanics, rebuilding village is a huge time sink. Some way of preserving q-loop infrastructure can help. For kilns - fast, easy and cheap way of making from q50 kiln q48 clay, etc. Fast and cheap way of making spare resources slightly worse than you have already.
2. Increase attacker investments. Working example is current - attacker should babysit some shit for a very long time nonstop. Shitty mechanics, but it's works.
Vulnerability timer attacks can work, but have some potential troubles.
First - i personally don't like defender choosing vulnerability timer. This is because of time zones - i saw in another game conflict between two EU time zone groups, where defender made vulnerability timer in Australian timezone because he had Australian ally. Such metagames is dogshit IMHO. Better way - set fixed vulnerability timer for each province. For villages on the province border - pick claim pole position. No one want's 4am fights.
Attacker should invest many hours, otherwise system will be broken. Like wrecking ball times - try attack everyone around with almost zero cost. Painfull for newbies, and don't generate good fights at all.
Attacker investments can be raised by some ways.
Build attacking infrastructure.
It should be expensive in terms of time - lots of resources, lots of carrying and building - not small amount of expensive, but large amount of common resources.
This can be done at any time, not only when claim is vulnerable.
When attacking infrastructure is finished - it share vulnerability timers with defender. No babysitting.
But there is a problem - what we do with claimed islands?
This should bring some protection to newbie claims. Because best protection for newbie claim is making attack worthless.
Multi staged siege.
Attacker have to do few things to success, and can achieve one thing a day. Instead of many hours investments nonstop like today, split it into multiple days.
Defender by winning one timer can push attacker back one step, or multiple steps, or at siege start. IMHO 1-2 steps back is ok. When attacker or defender won, both go into invulnerability until next vulnerability timer.
* There is possible exploit with fake siege for invulnerability.
When defender lost - he lost. Claim gone, walls can be destroyed by hand, chickens raped, etc. Claim 'soak', investments into defender buffs, brick walls and such shit should increase amount of needed infrastructure for attack, maybe increase amount of attack stages. But there should be no way to force attacker do all this shit again like multiple wall layers.
Anyways, best possible defense - it's ability to raise from ash.