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Topic Closedsiege set up

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col0005 View Drop Down
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Direct Link To This Post Topic: siege set up
    Posted: 08 Aug 2010 at 01:51

As we all know a lot of hard work goes into setting up a siege encampment, yet a siege can be cancelled due to one careless alliance member arriving too early which is extreamly punishing and stagnates gameplay. however having said this there are some strategical options that can be explored by the defending player but only really if the siege engines are the first to arrive.

Here are a couple of options I have thought of as a compramise.
 
New skill called re-inforce siege which is now the only way to re-inforce a siege. If a player uses this skill and turnes up on a square wihout a siege either:
  • the army would simply return home
  • or the materials used to defend the camp are also being transported with the siege engines. (spikes in the ground, dirt walls, other impromptu defences) this gives the occupying army a 25% defence penalty untill the siege encampment arrives
 
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waylander69 View Drop Down
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Direct Link To This Post Posted: 09 Aug 2010 at 00:14
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Vytek View Drop Down
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Direct Link To This Post Posted: 09 Aug 2010 at 18:48
Again I will point out. Issues involving borked sieges and co-ordination can be rectified with a simple waypoint gathering of all involved in the siege. Then this encampment being put under the sieging players command. Follwed by a pick-nick tramp across the country side to the appointed destination. Followed by all the lovely war machinations in removing the blighted spot. This then enables both attacker and defender to have the same capabilities simulation wise. And eases the headache of trying to co-ordinate multiple player interactions. Speeds up the siege process. Enables quicker offensive operations across the board and allows Alliances to conduct more and rapid offensives or having to deal with more defenses.
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