Siege

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Siege

Postby Pan_w_okularach » Mon Jan 25, 2016 2:07 pm

With the upcoming update hopefully making the siege system more combat based instead of just ramchecking your camp every 24 hours, there is a possibility that the game is going to suffer from the opposite extreme, which is making it too easy for the bigger and stronger botters factions to win over smaller groups of players. The best way to balance it out of what I can think of, is making it so the town walls would provide the defenders some sort of combat advantage over the attackers, just like it was in the medieval times - the whole purpose of building city walls was to help less trained and poorer equipped townsfolk standing against regular armies.
So here is how it can be implemented:
1. Defenders buff - all the village members within a certain radius around the village idol get their combat stats significantly increased for the siege(or permanently, because I don't see how it could hurt anything).
2. The defender's archers are allowed to shoot through walls and obstacles and perhaps deal higher damage.
3. A combination of 1 and 2.
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Re: Siege

Postby pietin2 » Mon Jan 25, 2016 2:18 pm

I think that is a great idea. It would help ppl like me that don't know how to fight hand to hand to be able to protect their village.
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Re: Siege

Postby Hirvio44 » Mon Jan 25, 2016 2:39 pm

Good idea. Archers with more accuracy and armor penetration on their village claims. (Shouldn't work for animals imo) + some militia gears like militia spears with buffs working only on village claims. Better ql more mc/const it gives and enables aggro without rage.

Maybe militia could work similar to old hirdsmans system... Not sure
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Re: Siege

Postby dafels » Mon Jan 25, 2016 2:49 pm

Would give a chance for not so combat oriented villages to defend themselves. The raiders are going to think twice, before they decide to raid the target village and make it a lot harder and riskier.
And also would give an chance for villages to defend from botted zergs. Because right now, if the village that is getting sieged is outnumbered or they are not very into combat, they cant do anything about it absolutely at all, this suggestion changes it.
Good idea.

Maybe the buff should be asigned to villager ranks?
Lawspeaker(1 person) - Gets the biggest buff
Hirdsmen(1-5) - Gets good buff
Casual villagers(1+) - not so good boost.
This would limit the system from various exploits.
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Re: Siege

Postby Shrapnelx » Mon Jan 25, 2016 3:47 pm

Pan_w_okularach wrote:1. Defenders buff - all the village members within a certain radius around the village idol get their combat stats significantly increased for the siege(or permanently, because I don't see how it could hurt anything).
2. The defender's archers are allowed to shoot through walls and obstacles and perhaps deal higher damage.


Rather than a permanent buff within village radius, why not allow the Lawspeaker/Chieftain to do some ritual or speech that activated the buff. Making it a more active and involved process, still giving the defenders an advantage, but allowing raiders to catch defenders off guard. This adds a bit more tactical planning in the whole raid/defend mechanic.

Also, Watch Tower/Guard Post, a 4x4 building bottom has a ladder you climb to get 10ft higher than your wall, allowing you to shoot from it. This is something i would absolutely love..
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Re: Siege

Postby dafels » Mon Jan 25, 2016 3:58 pm

Shrapnelx wrote:
Pan_w_okularach wrote:1. Defenders buff - all the village members within a certain radius around the village idol get their combat stats significantly increased for the siege(or permanently, because I don't see how it could hurt anything).
2. The defender's archers are allowed to shoot through walls and obstacles and perhaps deal higher damage.


Making it a more active and involved process, still giving the defenders an advantage, but allowing raiders to catch defenders off guard. This adds a bit more tactical planning in the whole raid/defend mechanic.


Don't you think that planning out when and how to attack the raiders and loads of other factors would be not enough of tactical planning and involvement? Don't need this absolutely at all.

Defensive structures idea:
More to add to this idea, it would be nice if you could make your village like an castle. Like building certain buildings, that would give the villagers certain buffs if they are in radius incase of an attack, something like war bells, etc... If you think the buff idea would very exploitable, then you could just make the buffs to cost authority, etc..etc... just need to give the defender some kind of advantage over the raider.
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Re: Siege

Postby Kaios » Mon Jan 25, 2016 4:53 pm

dafels wrote:Maybe the buff should be asigned to villager ranks?
Lawspeaker(1 person) - Gets the biggest buff
Hirdsmen(1-5) - Gets good buff
Casual villagers(1+) - not so good boost.
This would limit the system from various exploits.


I like that
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Re: Siege

Postby pedorlee » Mon Jan 25, 2016 5:24 pm

Kaios wrote:
dafels wrote:Maybe the buff should be asigned to villager ranks?
Lawspeaker(1 person) - Gets the biggest buff
Hirdsmen(1-5) - Gets good buff
Casual villagers(1+) - not so good boost.
This would limit the system from various exploits.


I like that


me2

It can be better though, but +1
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Re: Siege

Postby Ethan » Mon Jan 25, 2016 9:10 pm

There is a massive risk with giving defenders a buff.

The defender buffs will mean that large faction vs large faction sieges will always be won by the defender. This will encourage the larger factions to instead pick on smaller factions, where they actually have a chance at winning.
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Re: Siege

Postby dafels » Mon Jan 25, 2016 9:18 pm

Ethan wrote: This will encourage the larger factions to instead pick on smaller factions, where they actually have a chance at winning.

This is what exactly happening right now too even without this.
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