Potjeh wrote:Well of course they will be able to overcome the defences. That's intended behaviour. What isn't intended is breaching them before the other side has a chance to react. The siege process should be go back and forth for a couple of days before one side loses. The attacker would chip away at the defences and the defender would fortify, and the victor would be determined by both resource quantity and the skill with which they're deployed (ie placement of walls and braziers / finding a path of least resistance through braziers and defences). I reckon we should be shooting for an economy/tactics importance balance similar to the original Starcraft.
Potjeh wrote:Of course, we would need some proper resource sinks for the attacker, because food regen is just too cheap. For example, there's some towers with ridiculous damage (2-3 shots to kill a 500 humour char) but limited range. You can build a cannon that takes a ridiculous amount of iron and take out those towers from a safe distance. The cannon has a limit on it, though - it can only fire a couple of shots before it overheats and can't be used again for a couple of hours. So it really needs to stay in action for a couple of days to pay for itself. But the attacker has to sleep too, and the defender will simply smash his cannon when he does, before the cannon can even destroy more value in defences than it cost to build. The answer of course is for the attacker to build a siege camp to protect his cannon while it's cooling off, and that quickly escalates into building a proper, highly expensive base. Mission accomplished, there's a symmetry between the cost of attacking and the cost of defending.
Potjeh wrote:IMO thieving shouldn't involve any sort of destruction, it should be about picking locks and stealing select few items. As I imagine it, you'd have to keep the claim's aggro from triggering by minimizing the number of scents you leave (higher C&D could let you commit more crimes). If you do trigger the braziers, though, it should be virtually impossible to get out alive. Similar mechanics could presumably be used for assassinations.
Potjeh wrote:Well, the risk would be proportionate to the number of items you steal. Stealing just a couple of things should be fairly safe to do if you got a decent character. Summon-assassinating someone shouldn't, though.
Potjeh wrote:Claim aggro is based on claim, not on individual characters committing crimes on it. You can get the same number of crimes before braziers light regardless of how many characters participate in the heist.
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