Idea to fix sieges and switching vaults

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

Re: Idea to fix sieges and switching vaults

Postby novaalpha » Tue Jul 05, 2011 5:36 pm

Kaios wrote:What if your village is expanding banners all over and someone decides to be a complete dick and build a ram on an extension of your village claim in the middle of no where.


Villages have to keep balance then, and claim territory they realistically can defend.
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Re: Idea to fix sieges and switching vaults

Postby Kaios » Tue Jul 05, 2011 6:47 pm

Well what I meant was someone places a ram 1000's of tiles away from your actual walls, but still on village claim. You are in no real danger of that ram ever being any threat to you for a very long time, or ever, yet still with this system you would be automatically put in siege mode because a ram is on your village claim and someone activated it.

Thus my reasoning as to maybe it would need to be within a certain range of the idol before being "activated."

I know this brings other issues such as building your idol in a secured area and stretch out banners to build the rest of the village far away from the actual idol so those places cannot be sieged properly, but maybe that is just a welcome tactic if someone desires.

Edit: Ah I just though that if the above scenario happen with a secured village idol stretching out to further walled places, I figure it would be pretty simple to then just build a ram at the enemies idol area and activate it, as well as the place you actually want to siege.
Last edited by Kaios on Tue Jul 05, 2011 6:56 pm, edited 1 time in total.
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Re: Idea to fix sieges and switching vaults

Postby cobaltjones » Tue Jul 05, 2011 6:53 pm

Kaios wrote:Well what I meant was someone places a ram 1000's of tiles away from your actual walls, but still on village claim. You are in no real danger of that ram ever being any threat to you for a very long time, or ever, yet still with this system you would be automatically put in siege mode because a ram is on your village claim and someone activated it.

Thus my reasoning as to maybe it would need to be within a certain range of the idol before being "activated."

I know this brings other issues such as building your idol in a secured area and stretch out banners to build the rest of the village far away from the actual idol so those places cannot be seiged properly.

Something needs to be done about massive village expansion just for the hell of it (especially since botting 1000x1000 flax fields is simple as pie).

Ideally authority needs a huge overhaul to align with the new LP system, also preferably something that expands exponentially as to not punish small villages.

Until then, this is a great side effect of the system. Don't claim areas you don't intend to defend.
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Re: Idea to fix sieges and switching vaults

Postby Kaios » Tue Jul 05, 2011 6:56 pm

It would be pretty simple just to make authority harder to raise.
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Re: Idea to fix sieges and switching vaults

Postby Windforce » Tue Jul 05, 2011 7:01 pm

Make it so the Auth/LP drain from activating a Ram is based on the Village you want to siedge's Max Auth, so attacking 10mil Auth Village will drain alot more LP/Auth from YOUR ram than attacking a 2mil auth village.
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Re: Idea to fix sieges and switching vaults

Postby Potjeh » Tue Jul 05, 2011 7:13 pm

cobaltjones wrote:Something needs to be done about massive village expansion just for the hell of it

Why?
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Re: Idea to fix sieges and switching vaults

Postby Sevenless » Tue Jul 05, 2011 7:48 pm

More work for the devs, but a ram having this property itself seems odd.

It should be some sort of jamming structure that needs to be constructed instead that has a range of sorts so someone can't randomly fuck the pandas at they very edge of their village claim.
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Re: Idea to fix sieges and switching vaults

Postby Potjeh » Tue Jul 05, 2011 7:50 pm

Just extend scent duration each time hearth is moved, it's simple and it gets the job done.
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Re: Idea to fix sieges and switching vaults

Postby cobaltjones » Tue Jul 05, 2011 7:56 pm

Potjeh wrote:Just extend scent duration each time hearth is moved, it's simple and it gets the job done.

Not really. It's about 50x more difficult and time consuming to ram a decently protected vault than it is to move your HF. Takes you 3 days of work to get into my well built vault, and as soon as you arrive I hop to my next vault 4 supergrids away. The scent is extended so you're more than welcome to do it again. Fast forward 4 days and you're almost in my next vault, but look at that, now I'm 3 supergrids to the south.

You're going to grow tired of the cat and mouse game long before I do.
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Re: Idea to fix sieges and switching vaults

Postby cloakblade » Tue Jul 05, 2011 8:35 pm

I wouldn't mind this happening. It would force the use of gates which is infinite fun. But I agree it should have an aura-like effect where CRs within a certain distance shouldn't work. Though the number may have to be rather large so people couldn't just move their HFs to the center of a large village. Maybe make it the ram (when touching a wall) cause that wall to not allow telephoning through it? Though that might be a nightmare to program.
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