Balance for both. Raiding.

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Balance for both. Raiding.

Postby L33LEE » Thu Feb 13, 2014 1:19 am

Here is a little way to make it harder, more costly to raiders, but give defenders a chance if the raiders are not willing to pay the higher cost.

If you destroy a brazier fully it explodes dealing perma humour damage to people close by. This gives raiders a choice, fully destroy them, ensuring they cannot be repaired at a higher cost, or run the risk of them getting repaired mid raid.

With all the complaining, its a little balance on both sides. However for the defender increase the build cost of braziers (they are strong afer all), or make it so you need to add an additional item to a prebuilt brazier to give it this effect. (more of a trap like thing)
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Re: Balance for both. Raiding.

Postby jwhitehorn » Thu Feb 13, 2014 1:24 am

This would be a great mechanic if Braziers cost 20 Iron bars so that they are not so easily spammable.

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Re: Balance for both. Raiding.

Postby DarkNacht » Thu Feb 13, 2014 4:34 am

Make a special kind of coal made by burning Singing Old Logs and you only get the trap effect if there is the special coal in the Brazier and the more special coal the more permanent damage it deals.
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Re: Balance for both. Raiding.

Postby darnokpl » Thu Feb 13, 2014 8:24 am

L33LEE wrote:Here is a little way to make it harder, more costly to raiders, but give defenders a chance if the raiders are not willing to pay the higher cost.

If you destroy a brazier fully it explodes dealing perma humour damage to people close by. This gives raiders a choice, fully destroy them, ensuring they cannot be repaired at a higher cost, or run the risk of them getting repaired mid raid.

With all the complaining, its a little balance on both sides. However for the defender increase the build cost of braziers (they are strong afer all), or make it so you need to add an additional item to a prebuilt brazier to give it this effect. (more of a trap like thing)


Yet another mechanic that would encourage raiders to raid towns when citizens are offline?
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Re: Balance for both. Raiding.

Postby jwhitehorn » Thu Feb 13, 2014 7:23 pm

darnokpl wrote:Yet another mechanic that would encourage raiders to raid towns when citizens are offline?


They should make it so Braziers don't fire for 24 hours if the raiders attack something on the claim while somebody is online inside. That way raiders will have the incentive to attack towns when people are online which is what you want.

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Re: Balance for both. Raiding.

Postby darnokpl » Thu Feb 13, 2014 7:40 pm

jwhitehorn wrote:
darnokpl wrote:Yet another mechanic that would encourage raiders to raid towns when citizens are offline?


They should make it so Braziers don't fire for 24 hours if the raiders attack something on the claim while somebody is online inside. That way raiders will have the incentive to attack towns when people are online which is what you want.

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Lol nice joke :)

What if getting KO'd by brazier wouldn't mean you can be insta murdered?

First you would have to lose all health and your raiders friends should be able to protect you for while.
And while waste claim is active, you could be send back to home by your friends?
Sending to home could take same amount of time or even more than murder, more biles you have longer time to send you to home should work:)
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Re: Balance for both. Raiding.

Postby jwhitehorn » Thu Feb 13, 2014 8:53 pm

darnokpl wrote:Lol nice joke :)

What if getting KO'd by brazier wouldn't mean you can be insta murdered?

First you would have to lose all health and your raiders friends should be able to protect you for while.
And while waste claim is active, you could be send back to home by your friends?
Sending to home could take same amount of time or even more than murder, more biles you have longer time to send you to home should work:)


No,
My idea is better.

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Re: Balance for both. Raiding.

Postby Procne » Thu Feb 13, 2014 9:12 pm

An idea:

When waste claim becomes active it doesn't automatically allow attackers to nuke stuff in the town. Instead it applies stacking effect to the town bell, let's call it simply "alarm", which increases silver drain of the town bell. So the goal for attackers is to drain bell of silver. This would force defenders to go out at some point and destroy the waste claim, at the moment that is convenient for them. Until then they can safely stay in their town and suffer increasing silver drain. The more silver they have the longer they can hold inside.

"Alarm" also has a second effect - adds a time delay before town bell becomes active again in case it runs out of silver. This would stop defenders from keeping bell without silver and restocking it only when attackers come. "Alarm" is gone completely the moment there is no waste claim active.

This mechanic makes braziers useless on town claim, as with active bell attackers can't damage anything, and when it's inactive braziers wouldn't fire anyway, so they have to be placed on personal claims.

As for the numbers... How about "alarm" stack being increased by 1 per hour of waste claim's activity and each stack increasing silver drain by 10%, cumulatively (so 1 stack is 110%, 2 stacks is 121%, 3 stacks is 133,1% and so on), as well as the time delay, before bell becomes active after restocking silver, by 5 minutes.

Ultimately the mechanic achieves the following:
- final battle takes place outside the town, face to face, not with defenders hiding behind walls
- defenders can choose the time when the battle happens
- burden of staying online and guarding is shifted to attackers - it's them guarding their waste claim. Defenders can safely wait as long as they can afford increased silver drain.

I see one problem - when town bell is inactive we still have standard combat mechanics with braziers (on personal claims) and walls, which seem to be very powerful with active defenders. In case this is a real issue "alarm" could have a third effect - each stack reduces brazier damage, by 1%. So after 2 days of such siege they would do only half the damage.
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Re: Balance for both. Raiding.

Postby jwhitehorn » Thu Feb 13, 2014 9:23 pm

This idea would work.

When Waste Claim is dropped Silver increases by 100 silver per hour.

100S drained hour 1.
200S drained hour 2.
300S drained hour 3.

Etc. etc.

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Re: Balance for both. Raiding.

Postby darnokpl » Thu Feb 13, 2014 9:39 pm

Procne wrote:An idea:


This is great idea! Best I have seen so far to improve siege mechanic.
It solves problem with no-lifes raiding at any time of the day and military vs crafters towns.

Waste claim also got some silver drain for raiding town in your idea?
So siege is not only time wasted on guarding totem, but also it is costly for raiders I hope.

jwhitehorn wrote:This idea would work.

When Waste Claim is dropped Silver increases by 100 silver per hour.

100S drained hour 1.
200S drained hour 2.
300S drained hour 3.

Etc. etc.

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It should start increase silver drain after few (8 or 16) hours not instantly after waste claim is up, so defenders can have some time to gather and prepare for siege?


EDIT: and I would add something... people shouldn't be able to build or repair anything outside of town claim, so raiders wouldn't be able to fortify waste claim totem.
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