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.)