Brazier mechanics

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Re: Brazier mechanics

Postby Procne » Mon Mar 10, 2014 2:58 pm

Banok wrote:What is peoples problem with new brazier system anyway? I like it. siege currently looks good to me, as long as this trial by fire thing works properly.


You build 2 braziers 22 tiles away, instead of 23, and suddenly each of them does half damage, and the attacker comes in so that he's in range of only one of them and damages it. This is the kind of stuff that's nice to be known when designing defences.

Assuming, of course, that it really works like this - have you tested it by building like 5 braziers in some distance - close enough to be "clustered" but far enough to hit you, and checking whether you receive reduced damage?
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Re: Brazier mechanics

Postby Banok » Mon Mar 10, 2014 3:06 pm

Procne wrote:
Banok wrote:What is peoples problem with new brazier system anyway? I like it. siege currently looks good to me, as long as this trial by fire thing works properly.


You build 2 braziers 22 tiles away, instead of 23, and suddenly each of them does half damage, and the attacker comes in so that he's in range of only one of them and damages it. This is the kind of stuff that's nice to be known when designing defences.

Assuming, of course, that it really works like this - have you tested it by building like 5 braziers in some distance - close enough to be "clustered" but far enough to hit you, and checking whether you receive reduced damage?


why would anyone build braziers in range of each other in the first place? its publicly announced that damage is not increased by having multiple.

so the only people who would waste metal making multiple are non-casuals, who would read threads like this, and know not to bother.

so no I dont see any point in testing that personally.
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Re: Brazier mechanics

Postby Mushibag » Mon Mar 10, 2014 3:08 pm

Banok wrote:why would anyone build braziers in range of each other in the first place? its publicly announced that damage is not increased by having multiple.

so the only people who would waste metal making multiple are non-casuals, who would read threads like this, and know not to bother.

so no I dont see any point in testing that personally.

Because if you only have 1 brazier in range, if it is disabled you have 0 braziers in range. If you have 2, and 1 is disabled, you still have 1 brazier, doing partial damage.
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Re: Brazier mechanics

Postby Procne » Mon Mar 10, 2014 3:12 pm

Say some hermit has a claim 22x22 tiles big, and wants to put a brazier in each corner so that every piece of claim is covered as well as some area outside walls.
Or someone, judging by the announcement, placed a couple of braziers near each other hoping to make it harder for the raider to destroy all the braziers. Sure, it won't inrease damage, but he didn't expect it would lower it instead (now we want to see if it will be lowered).
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Re: Brazier mechanics

Postby Banok » Mon Mar 10, 2014 3:13 pm

Mushibag wrote:
Banok wrote:why would anyone build braziers in range of each other in the first place? its publicly announced that damage is not increased by having multiple.

so the only people who would waste metal making multiple are non-casuals, who would read threads like this, and know not to bother.

so no I dont see any point in testing that personally.

Because if you only have 1 brazier in range, if it is disabled you have 0 braziers in range. If you have 2, and 1 is disabled, you still have 1 brazier, doing partial damage.

my point still stands, casuals are not going to waste metal spamming braziers when 1 does the job. non casuals will be in the know.

none of it is relevant right now anyway because nobody is standing near ONE firing brazier for more than 5 seconds without being knocked out.
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Re: Brazier mechanics

Postby Procne » Mon Mar 10, 2014 3:15 pm

It is relevant now, because you have to design your base now around this new mechanic. You know, reserving space for braziers, saving space to build some protection for them and planning it all so that braziers don't have other braziers in the range, or if they do, so that there are no weak where enemy would take drastically reduced damage.
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Re: Brazier mechanics

Postby Banok » Mon Mar 10, 2014 3:18 pm

Procne wrote:Say some hermit has a claim 22x22 tiles big, and wants to put a brazier in each corner so that every piece of claim is covered as well as some area outside walls.
Or someone, judging by the announcement, placed a couple of braziers near each other hoping to make it harder for the raider to destroy all the braziers. Sure, it won't inrease damage, but he didn't expect it would lower it instead (now we want to see if it will be lowered).

Mushibag wrote:Because if you only have 1 brazier in range, if it is disabled you have 0 braziers in range. If you have 2, and 1 is disabled, you still have 1 brazier, doing partial damage.


as mushi points out damage wont be less*. because half is still more than none.
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Re: Brazier mechanics

Postby Procne » Mon Mar 10, 2014 3:34 pm

It may be reduced. With the brazier in each corner example - each brazier does 1/3 damage because it has 2 other braziers in range. And depending on their placement, and where attacker stands, he may be in range of only 2, or even 1 brazier. So damage would be reduced to 2/3 or even 1/3 without destroying any brazier.

Or even worse - he also placed 2 braziers in the middle of the claim, so each brazier in the corner has additional 2 in range, reducing damage to 1/5.

See what I mean? Suddenly placing a brazier 1 tile this or that way may have huge impact.

System used to be fairly simple before the wipe - you simply tried to have every spot of your claim covered by as many braziers as possible. And now you have to carefully calculate distance between braziers and their coverage, and single brazier placed in wrong place may weaken your defenses. Which wouldn't be that bad if we had some specific numbers (distance at which braziers count as "clustered") to work with.
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Re: Brazier mechanics

Postby Banok » Mon Mar 10, 2014 3:54 pm

Procne wrote:It may be reduced. With the brazier in each corner example - each brazier does 1/3 damage because it has 2 other braziers in range. And depending on their placement, and where attacker stands, he may be in range of only 2, or even 1 brazier. So damage would be reduced to 2/3 or even 1/3 without destroying any brazier.

Or even worse - he also placed 2 braziers in the middle of the claim, so each brazier in the corner has additional 2 in range, reducing damage to 1/5.

See what I mean? Suddenly placing a brazier 1 tile this or that way may have huge impact.

System used to be fairly simple before the wipe - you simply tried to have every spot of your claim covered by as many braziers as possible. And now you have to carefully calculate distance between braziers and their coverage, and single brazier placed in wrong place may weaken your defenses. Which wouldn't be that bad if we had some specific numbers (distance at which braziers count as "clustered") to work with.


ok yeah I kind of starting to understand your point. it certainly possible to gimp yourself if you place very stupidly.

but to me it was common sense to just space them out along the walls so that walls are covered with least amount of metal spent. hopefully this is the case for most people.

also you cannot build at all it seems on someone elses vclaim or pclaim, which is great. but its possible that people could build empty braziers outside claim but in range like potjeh said. but I dont really feel like wasting metal to test that right now, I'd rather play southpark.
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Re: Brazier mechanics

Postby Procne » Mon Mar 10, 2014 4:04 pm

Oh, I didn't expect you to test it, just said what I don't like about the current system and how it was explained to us.

To me the common sense, after reading the announcement, was that no matter how many braziers you have, and where, they always deal the base damage in total. So I was going to build a couple of those in some areas where they could be easily defended (like between wall and the mine/house), without worrying too much how much space is left between them. And I could seriously nerf my defences in this way.
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