Ideas on revamping sieges

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[11:48:42 PM] Avu: Someone with an account there tell those noobs that until they scale defense to the size of the defenders civilization impact there cant ever be balance
So lets take said above into account and try to think for a way to revamp sieges. And before we begin, lets not forget that proposed changes will be tightly dependant on light/darkness mechanics and will require it to be properly implemented. So that is what I propose:
- Living in high-civilized area should be beneficial to defenses:
- Walls should have more hp
- wall layers may have a bit of buffer health that regen over time in high-civ areas, but is shared by all wall segments that are connected
- Braziers activate earlier and consume less fuel
- Some advanced defenses should work only if in high enough civilization level
- Defenses should not increase civilization rating of area.
- Darkness should have reverse effect on defense mechanics.
- Some production oriented civ bonuses should apply too, but they are out of the scope of this topic.
- Actual raiding and especially base destruction should cost some resources, or be very slow if base is prepared and in civilized area:
- raiding resources should be not easily stockpileable - they should go bad after some time. That way really big bases would require coordinated efforts, and not just few months of slow stockpiling.
- Raiding resources that gone bad should be craftable into low to mid level useful stuff
- resources required to destroy defenses and infrastructure should differ
- there should be 2 ways to destroy infrastructure - fast but expensive (powder kegs), or slow but cheap (set on flames)
- 'powder kegs' would ignore buffer hp of walls
- existing mechanic of waste claims could be utilized to provide way for slow but cheap raiding, allowing defense destruction with cheap tools/bare hands
- To prevent unnecessary wall layering and uncontrolled raid cost escalation multiple walls should have diminishing returns
- walls built close to each other(2-5 tiles) will be affected by single 'powder keg'. Cannon shots should chain through walls -if you have 10 wall layers with 1 tile gap between them, then all 10 will be affected, and not just 5 first.
- damage taken by wall should be increased if there is wall of same type inside it and closer than 10-20 tiles
- Some sort of 'trespass mode' thieving without full-blown raid:
- allows climbing over walls, alerts braziers, leaves scents
- disables any form of waste/attack crimes
- can be toggled on/off only when you have no crime debuffs on you
- Other random stuff:
- defenders can build short-lived (15-60 minutes) totems that will debuff (slow, damage and armor reduction and so on) any trespassers in their radius
- attackers can build short-lived totems that will buff trespassers, but attacking totems should be placed on active waste claim