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Rorgash
Postmaster
Joined: 23 Aug 2011
Status: Offline
Points: 894
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Topic: siege Posted: 11 Mar 2013 at 10:29 |
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no one plz dont bring up, "oh let smaller number be able to fight bigger ones"
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Angrim
Postmaster General
Joined: 02 Nov 2011
Location: Laoshin
Status: Offline
Points: 1173
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Posted: 11 Mar 2013 at 01:53 |
gameplayer wrote:
alot was learned in this war. mistakes will not be done again.
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if a particular gambit troubles you, you'll need to describe it to have any sort of discussion here.
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twilights
Postmaster
Joined: 21 May 2012
Status: Offline
Points: 915
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Posted: 11 Mar 2013 at 01:04 |
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alot was learned in this war. mistakes will not be done again. as the war progressed sieges were successful. alot was learned of wartime economy and the use of sov. again i would hate to see this to become a simple slugfest game and the rust siege showed that strategy is based primarily on who has the most troops and a certain number of siege engines needed to raze a castle calculating probable losses from opposition attacks. if more variables are added to siege the the game will not fall into the failure of other online games where people put together a strategy plan that can not be defeated by the other side based on previous performance...keep the game fresh, add more siege variables devs, dont let it become routine!cant wait for factions!
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Angrim
Postmaster General
Joined: 02 Nov 2011
Location: Laoshin
Status: Offline
Points: 1173
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Posted: 11 Mar 2013 at 00:26 |
Aral wrote:
Battles are fought outside the city walls, I think. |
battles are fought outside city walls until the city is stormed. that fight is always fought on buildings terrain, implying that it is inside the city itself. i would greatly prefer that all fights take place inside the city while it is under siege.
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Brandmeister
Postmaster General
Joined: 12 Oct 2012
Location: Laoshin
Status: Offline
Points: 2396
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Posted: 11 Mar 2013 at 00:05 |
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Illy isn't a real world simulation. If it were, once soldiers were inside the city, it would be captured or thoroughly sacked. I think people are just reacting to the reality that a ferocious synchronized attack can destroy months of work in a few hours. But I can also agree with the sentiment that if attacks became even more difficult, then wars would probably never get resolved.
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Aral
Forum Warrior
Joined: 20 Sep 2012
Status: Offline
Points: 205
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Posted: 10 Mar 2013 at 23:52 |
Epidemic wrote:
For starters, how about letting the walls be more effective. Anyone hear of cavalry jumping over virtually impregnable walls or foot soldiers storming castles with nothing but swords and bows in rl? |
Battles are fought outside the city walls, I think. The walls give defenders defensive advantages like burning oil, wall archers, and the like, however the actual fighting is done outside the city. This also explains why troops don't take beer, books, ect, because these things are inside the walls (look at the town map). Instead, they take clay, wood, ect, because these things are outside the walls.
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Angrim
Postmaster General
Joined: 02 Nov 2011
Location: Laoshin
Status: Offline
Points: 1173
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Posted: 10 Mar 2013 at 23:52 |
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whether sieges need to be easier or more difficult seems to be a function of whether one is the target or prosecutor. indeed, the rate of population attrition even in a war the size of this last seemed to barely exceed the natural growth rate of the alliance involved. there is prestige to be considered in that, but i found it quite surprising that the major losses of various alliances were mostly defections rather than razing; at least one alliance worked this principle in reverse, gaining population through recruiting even as the war progressed.
if game balance is to be addressed, i would prefer tweaks to better balance the abilities of attackers and defenders rather than changes to siege mechanics. defenders are probably not given a sufficient bonus for fighting from within city walls, and attackers are greatly helped by the game's inability to consider lines of supply. perhaps a maximum number of troops that can report to a single commander might add a limitation to the game and give castle garrisons a much-needed stacking advantage.
i would also very much like to see an increase in the maintenance of troops as they travel or operate at greater distance from their home cities.
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Epidemic
Postmaster
Joined: 03 Nov 2012
Location: USA
Status: Offline
Points: 768
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Posted: 10 Mar 2013 at 23:39 |
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For starters, how about letting the walls be more effective. Anyone hear of cavalry jumping over virtually impregnable walls or foot soldiers storming castles with nothing but swords and bows in rl?
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DeathDealer89
Postmaster
Joined: 04 Jan 2012
Status: Offline
Points: 944
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Posted: 10 Mar 2013 at 20:45 |
If you add defending siege engines ability to counter fire you would have to add something on the siege side as well.
At that you would atleast need to take away the 30 siege engine limit.
For the time being if two players tried to fight it out and were the same size, chances are neither of them would ever actually raze a city.
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demdigs
Postmaster
Joined: 12 Aug 2011
Status: Offline
Points: 570
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Posted: 10 Mar 2013 at 18:39 |
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the biggest change i could see is that defenders siege engines should be able to counter fire against the incoming siege engines
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