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Siege counter measure

Printed From: Illyriad
Category: Miscellaneous
Forum Name: Suggestions & Game Enhancements
Forum Description: Got a great idea? A feature you'd like to see? Share it here!
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=4423
Printed Date: 17 Apr 2022 at 03:04
Software Version: Web Wiz Forums 12.03 - http://www.webwizforums.com


Topic: Siege counter measure
Posted By: geofrey
Subject: Siege counter measure
Date Posted: 01 Nov 2012 at 15:23
Proposing that a counter balance to catapults be created to defend your city against sieges. Could be done several different ways: 

Use existing units: 
- Sieges in a city will fire catapults at the sieging army, with a chance to reduce up to 50 soldiers and 1 catapult per volley fire. 
- Archers part of an army in a city can launch volleys at sieging armies, each volley doing a small percentage of the total archer attack strength (10%?)  
- Encourages reinforcing towns under siege with archers, and building siege weapons. 

A New building: 
- Create a new building for cities called defensive tower. 
- Defensive Tower causes periodic damage to any sieging armies
- Damage is determined by amount of troops stationed in the city, and by level of the tower. 
- Encourages reinforcing towns with all types of troops, enforcing specialization by requiring a city plot, encourages prestige purchase at time of siege to quick build level 20 tower.  

New siege weapons
- Create new siege weapons that only act defensively against sieges
- They would be immobile and unable to go to other towns
- Attacks sieging armies by launching rocks, with a chance to destroy enemy catapults. (Minas Tirith)
- High upkeep cost and build time
- Another use for siege blocks, plays must make decision on how much upkeep to spend on defenses, prevents 1 town in an alliance stacking siege weapons and sending to whatever town is under siege. 

Magic
It's magic, so anything goes. Here are some ideas for spells. 
- Deflect - Deflects the next catapults back onto the firing army. Requires some rare gems. Add more gems to increase number of volley deflects. Can cast on other cities. 
- Druidic Protection - Summon animals to attack any location within 5 squares of your city. Requires 1 rare gem, and a minimum of 1 rare herb. Herb Type determines type of animal summoned. Add more herbs to increase amount of animals. 
- Blood and Fire - Summon Dark creatures to attack any location within 5 squares of your city. Requires animal hearts, and a blood sacrifice(troop destruction). Heart type determines what type of unit, Amount of your own troops that you sacrifice determines quantity of units summoned. 
- Fire consumption - Put up a Dark Fire barrier that consumes a set amount of catapult fires. Uses rare gems and animal hearts. Rare resources can increase the number of catapult fires it can consume and therefor prevent from doing damage.  Can cast on other cities. 
- Runic Protection - Defensive Runes will trigger catastrophic damage to the first siege army that fires a catapult. Hurricane, Earthquake, volcano style damage that has the potential to cause 50-100% casualties to the sieging army. cool down period of 2 weeks. Heavy cost to cast the spell (gems, herbs, skins, elementals). Can not cast on other cities. 


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Replies:
Posted By: Elmindra
Date Posted: 01 Nov 2012 at 15:30
I am thinking that battle magic will have some serious implications with sieges.  I can see the ability to destroy siege armies or protect against their volleys with the new and improved magic system.


Posted By: twilights
Date Posted: 01 Nov 2012 at 15:33
oh i agree, but we also have to put more chance in, mainly for smaller accounts, i would hate to see this game become whoever the biggest wins, the devs have a great  chance to make this into an excellent war strategy game.....and war is soooooooo much fun......Its Hot!


Posted By: geofrey
Date Posted: 01 Nov 2012 at 18:48
Originally posted by Elmindra Elmindra wrote:

I am thinking that battle magic will have some serious implications with sieges.  I can see the ability to destroy siege armies or protect against their volleys with the new and improved magic system.

I hope so. I have high hopes for the new schools of magic! 


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Posted By: DeathDealer89
Date Posted: 01 Nov 2012 at 18:53
If you add additional counter measures to siege you will end up having to add additional siege like tactics.  For example if defending archers fire on siege, the offensive archers would have to fire from the siege to the city.  So on and so forth.  Same with magic.  


Posted By: Elmindra
Date Posted: 01 Nov 2012 at 19:11
I agree DeathDealer, but it would add a bit more strategy other than the old cavalry to clear a siege from another town, and make it actually worthwhile to reinforce the town under siege.  Probably would add more functionality to blockades as well, such as possibly having blockades intercept and fight reinforcing troops.  Sieging a legendary city should be much more involved than simply sending 8 different siege armies to land on all 8 squares and razing within the day unless the sieges can be broke.


Posted By: geofrey
Date Posted: 01 Nov 2012 at 19:25
Originally posted by Elmindra Elmindra wrote:

I agree DeathDealer, but it would add a bit more strategy other than the old cavalry to clear a siege from another town, and make it actually worthwhile to reinforce the town under siege.  Probably would add more functionality to blockades as well, such as possibly having blockades intercept and fight reinforcing troops.  Sieging a legendary city should be much more involved than simply sending 8 different siege armies to land on all 8 squares and razing within the day unless the sieges can be broke.

Exactly. Siege has rather simple mechanics, with out very good countermeasures. You either send cavalry/infantry till all catapults or destroyed, or your town is lost. 

Adding in countermeasures may make things more complicated, but would also give the sieged city a chance to defend itself without having an army of horse lords. 

I like the concept of encouraging allies to reinforce a sieged city, as opposed to sending in cavalry. Currently the only reason to do so is the Sally Forth ability, or to attempt to prevent the sieging army from razing. Sally forth is only good if you have offensive troops. 

Unfortunately your defensive troops do very little in terms of defending your city in times of a siege. 


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Posted By: DeathDealer89
Date Posted: 01 Nov 2012 at 20:43
I'm just saying that if you add.  Defensive siege engines, defensive archers, defensive magic spells.  You will need to do the same thing on the siege side.  Otherwise it will be impossible to siege.  

You will have 1M troops standing outside one city, while the one city casts fireballs, shoots arrows, and defensive siege engines.  Unless the siege army gets to do the same thing it becomes impossible to siege.  Although casting a meteor to take out a few buildings sounds pretty fun.


Posted By: geofrey
Date Posted: 01 Nov 2012 at 20:56
Originally posted by DeathDealer89 DeathDealer89 wrote:

I'm just saying that if you add.  Defensive siege engines, defensive archers, defensive magic spells.  You will need to do the same thing on the siege side.  Otherwise it will be impossible to siege.  

You will have 1M troops standing outside one city, while the one city casts fireballs, shoots arrows, and defensive siege engines.  Unless the siege army gets to do the same thing it becomes impossible to siege.  Although casting a meteor to take out a few buildings sounds pretty fun.

I agree, it would have to be added for both sides. I am sure with new magic comes teh ability to try and over power /prevent your enemy from casting magic. 

Right now it's the other way around. Siege engiens throw giant rocks at the city, and the city can't 


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Posted By: Hadus
Date Posted: 02 Nov 2012 at 01:24
A simple option would be to create a maneuver "Patrol." This sets the selected army in a state of alert, awaiting any form of attack, blockade, or siege. When the attack comes, the offensive force must engage the patrolling army or armies before attacking/raiding the city or setting up the siege/blockade.

The benefit? The patrolling troops would get to use their defensive stats, rather than their attack. In addition, the battle would initiate automatically as soon as the offensive maneuver arrives, so a siege can be stopped before it lands without the player needing to be online, so long as they had enough forewarning to set an army patrolling.

The catch? Patrols would take time to initialize before taking effect -- the exact time being based on the level of the barracks and the number of units. When an army is on patrol, they cannot be sent on other maneuvers. Finally, only defending archers would gain a boost from the City Wall, since the melee soldiers must leave the city to intercept the attackers. This means a player is better off keeping his troops in his city during an attack or raid.


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Posted By: DeathDealer89
Date Posted: 02 Nov 2012 at 02:29
I like the idea of simple animal magic.  There are currently a ton of animal parts that are useless.  Add a magic that can be used 'summon/draw' a certain number of animals.  However many animal parts you have is equivalent to how many animals you can summon.  Then this could be used for both attack and defense thus giving each side equal advantage with it.  

Plus we can finally some of these parts that so far don't do anything.



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