anfros wrote:
I do not know if any of this could be used for Salem but I think it's quite good mechanic, when it comes to sieging. A thing I could see in Salem is, like darnokpl said, having to found cannons at your own base and then transport them to the besieged town, I do however not think this would be a good timer mechanic since intercepting cannons would be near impossible. I just think it makes for an interesting choice between transporting siege equipment long distances and building a foundry close to the enemy town. I also think that even once you get your weapons in range and start shooting /whatever, it still should take a substantial amount of time before you break through the enemy walls.
Unless canons will leave scent-like tracks (or make stops every 1-2h for few minutes to regen "some travel stat/bar" and during that stop scent is dropped)?
So you could scout enemy base and gather few scents then track canon-caravan from behind or from your base.
Imho building canons in small camps near enemy towns shouldn't be possible you would have to scout daily, same as in HnH, but much larger area

And yes one shot to destroy "brick wall" would be too simple. I like POS-shield-regen idea... maybe here we can use it too.
Town would set "durability of it's walls (shield power)" by spending some amount of resources in defensive structure (of course increase walls durability during "war/siege" shouldn't be possible).
On other side raiders would spend more resources to build more canons...
For me it looks much more interesting that just build ram/scout/destroy ram mechanic... and we got, resources/silver sink, it would be time consuming and transporting canons would require effort from aggressors.
Defenders may choose few paths
- intercept canons (fun for fighter clans),
- rely on their resources invested on "wall durability" (good for carebears towns?),
- welcome aggressors under walls (lazy fighter clans
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),