new wall tile, gun port

Forum for suggesting changes to Salem.

Re: new wall tile, gun port

Postby darnokpl » Mon Mar 11, 2013 7:39 am

Ornery wrote:
Darwoth wrote:since muskets are useful now i suggest a new wall tile for all the different walls that you can simply shoot through. everything else like hit points and so on would be the same. would add a new dynamic to sieges and base design.


Do this thing.


Support this, would be awesome :)
Image
User avatar
darnokpl
 
Posts: 2019
Joined: Thu Aug 02, 2012 12:10 am

Re: new wall tile, gun port

Postby Glennfinnan » Mon Mar 11, 2013 2:43 pm

Yes, please. But the problem is we can't have nice things.
User avatar
Glennfinnan
 
Posts: 788
Joined: Wed Aug 01, 2012 2:13 pm

Re: new wall tile, gun port

Postby iotuegli » Mon Mar 11, 2013 2:56 pm

Hans_Lemurson wrote:Wait...so bases could become forts that can be actively defended? o.O

Madness.



i think it's a great idea... why i'll make walls just to wait you behind them? (or go out with a sword yelling "banzai!!")
i'm the one who run :|
David Guetta - Titanium
iotuegli
 
Posts: 359
Joined: Sun Dec 30, 2012 8:46 pm

Re: new wall tile, gun port

Postby Scilly_guy » Mon Mar 11, 2013 3:05 pm

I was thinking of this too, perhaps even a lookout tower or something which you can enter to gain a raised shooting position.
Scilly_guy
 
Posts: 742
Joined: Wed Feb 20, 2013 12:05 pm

Re: new wall tile, gun port

Postby Plazek » Mon Mar 11, 2013 4:23 pm

Darwoth wrote:dunno, mayhaps for simpllcity sake? you know the whole it being easier to change a few zero's around on an already existing mechanic than create a whole new one thing?

of course the entire point is irrelevant anyway since you can shoot someone poking his head over a wall to fire oh, about a ***** easier than you can someone firing from behind a gun port.


Not in the world of Salem, you can't.
Plazek
 
Posts: 31
Joined: Tue Nov 06, 2012 7:48 pm

Re: new wall tile, gun port

Postby Droj » Mon Mar 11, 2013 4:26 pm

As well as extend wall N/E/S/W we could have extend N/E/S/W with gun port and make those sections have less hp than their solid counterparts.
***** the Treaty!
loftar wrote:I not like, you not get
User avatar
Droj
 
Posts: 1192
Joined: Wed Aug 01, 2012 1:23 am
Location: England

Re: new wall tile, gun port

Postby Mereni » Mon Mar 11, 2013 11:38 pm

I wonder how you would specify the direction of the gun port? It might have to be something made to add to an existing wall. If there is no direction, if it's just a port no matter what, then someone outside the wall could also use it to shoot at people inside the structure. I suppose, though, that even if that were true, it would still be a nice thing to have.

I like the idea mostly because it would discourage wall spam. You can't stand behind a gun port and shoot if there are 4 walls in your way.
User avatar
Mereni
 
Posts: 1839
Joined: Fri Dec 14, 2012 8:26 am

Re: new wall tile, gun port

Postby Gauteamus » Tue Mar 12, 2013 11:08 am

Droj wrote:As well as extend wall N/E/S/W we could have extend N/E/S/W with gun port and make those sections have less hp than their solid counterparts.


In my opinion it would be better if hitpoints were the same, but cost was higher, maybe significantly higher (2-3x normal costs + more "exotic" materials, e.g. oiled boards added to the stone hedge gunport).

Mereni wrote:I wonder how you would specify the direction of the gun port?


This is an interesting problem, how to find a mechanic that works in-game, (gives rise to interesting defence/attack situations, mirrors "real" gunports, at least in some sense, and overall gives a good balance (gunports should give an advantage to the defender, but generally weaken the fort if it is insufficiently manned)).

My suggestion (with the caveat that I have not played the game for months, and have no clue what wall types currently are effectively cardboard):

* Gunports work perfectly two-way.
* I don't know collision-testing works when a shot is fired, but maybe the gunports should be 2 tiles wide, like gates, to provide a wider zone of fire (both in and out).
* Whenever a shot that normally would hit is fired through a gunport tile, the hit chance is modified by a factor k,
k: (S, V) -> [0,1], where
S is the distance from the shooter to the gunport
V is the distance from the gunport to the victim
the function k maps a pair (S,V) to the range [0,1] so that
k is close to 1 when S is "small", V is "large"
k is in a medium/low range when S is large, V is small
k is close to 0 when S is large, V is large
k is in a medium/high range when S is small, V is Small

* I have not yet found a good function like this, but will look into it
* In order to avoid having the attacker just run up to the gunport, enjoying the same cover/malus as the defender, we would need a distinction between walls that can be shot over (stone hedges/fences) and those that can not be shot over (plank fence etc.), with at least some negative effect on an attacker breaking a "shoot over" wall on enemy claims (negative effect like time spent, biles drained etc.)
Gauteamus
 
Posts: 36
Joined: Fri Aug 10, 2012 12:58 pm

Re: new wall tile, gun port

Postby Potjeh » Tue Mar 12, 2013 11:42 am

I fully support this idea.

Anyway, it's a crying shame that hitboxes have to be square, else we could have proper trapezoid gun ports (wide on inside, narrow on outside).

As for attackers running up to gunports, two words: boiling oil.
Potjeh
 
Posts: 2485
Joined: Wed Aug 01, 2012 12:26 pm

Re: new wall tile, gun port

Postby darnokpl » Tue Mar 12, 2013 12:10 pm

Potjeh wrote:As for attackers running up to gunports, two words: boiling oil.


There is a problem with that unless we could boil oil in cauldrons? :)
Image
User avatar
darnokpl
 
Posts: 2019
Joined: Thu Aug 02, 2012 12:10 am

PreviousNext

Return to Ideas & Innovations

Who is online

Users browsing this forum: No registered users and 3 guests