JohnCarver wrote:"Sieging" has always been largely balanced around how long we wanted for somebody to 'breach' which was an amount of time we decided each base and wall-type represented for the player time invested behind it.
We also expected any faction of "Siegers" to have 10 players doing so.
I don't have my original Notes, but it was something like this.
Split Rail = 1 hour
Stone Hedge = 4 hours
Plank = 8 hours
Brick Wall = 24 hours.
That was of course with a few braziers of coverage and assuming they were there actually filling the braziers but unable to repair the spot under attack. If you bring a team of 5 you can double those numbers. If you bring a team of 1 then you can 10x those numbers.
Couple that with the idea that it was going to take APPROX. 8 hours to run out braziers from somebody who is NOT actively defending.
Those were the time constraints we originally balanced for. As people came up with more creative methods, utilized tea far heavier than we expected, and in rare cases brought characters far larger than we expected these numbers have become less and less the foundation of raiding. However, until we dramatically change the 'risk of death' during a siege I don't find it reasonable to change the time investment.
As far as 'alerting' me to a 'balance' we are not aiming for in the short-term while this is all looked over if the numbers above are dramatically out of whack I have no problem coming to visit a raid and evaluating if such a thing is true.
Well, it certainly gives a perspective as to why when raiders cry foul, JC responds with a stern stance, and disappointment at times. He is expecting the raiders to take far more time than they are remotely accustomed to currently, and they already feel slighted. Perhaps this will awaken the player bases eyes a bit. Also, it shows how Popham really does allow for extremely fast raids compared to the model.