Play Now Login Create Account
illyriad
  New Posts New Posts RSS Feed - siege
  FAQ FAQ  Forum Search   Register Register  Login Login

Topic Closedsiege

 Post Reply Post Reply Page  <1234>
Author
twilights View Drop Down
Postmaster
Postmaster
Avatar

Joined: 21 May 2012
Status: Offline
Points: 915
Direct Link To This Post Posted: 09 Mar 2013 at 12:18
actually siege units travel very slow. sally forth would have best results early in siege setup and then it would just be death for all incoming troops.  we didnt see anyone using this strategy in this last limited conflict. in this game alot of the castles are poorly placed for warfare but if an alliance place their teams castles correctly warfare would be much more strategy than slugfest war like evony. i always say a good defense is a good offense and like wise a good offense is a good defense. seldom did the defensive castle that was being siege have good offensive support against the attacking castles. this military strategy spelled doom to the siege castles. i personally urge people to join the several military training alliances that are being set up to make future military conflicts more fun and competitive! we need to attract and retain more military minded people to illyriad and play the game to its full potential. it is one of the best free military war games being offered and it just got sidetracked by not being played properly.
Back to Top
Aha View Drop Down
New Poster
New Poster
Avatar

Joined: 12 May 2012
Status: Offline
Points: 22
Direct Link To This Post Posted: 03 Mar 2013 at 16:51
I agree with gameplayer.

For Sally Forth you have to bring def troops to the city, which may take a long time, and when the walls are down, the troops are an easy target.
Back to Top
twilights View Drop Down
Postmaster
Postmaster
Avatar

Joined: 21 May 2012
Status: Offline
Points: 915
Direct Link To This Post Posted: 03 Mar 2013 at 16:27
u can stack dips on the square also, in fact the attackers get no combat information or troop information unless the other side provides it to them which often happens when friends are on opposing sides. what is interesting is the ease of moving troops and commanders from far distances right pass the opposing sides strong points to the siege square. it makes it a slugfest with the main strategy of who can mindlessly place the most troops. it would be nice to see a way of blocking troops from returning to their home castles or forcing them into some sort of combat going to or back from the siege square and like wise the same to the other sides armies when moving back and forth
Back to Top
Chaos Armor View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 07 Feb 2012
Status: Offline
Points: 213
Direct Link To This Post Posted: 03 Mar 2013 at 16:03
Originally posted by gameplayer gameplayer wrote:

hopefully the devs are watching the current siege happening in the war. stacking millions of troops and hundreds of commanders on one square makes a one army attack from the other side a constant defeat. there are people sending 50k armies that take months to make and not making a dent. its making this more of a slugfest war game than a strategy war game. the devs should also notice that several of the siege troops are from days march distance passing right by several of the opposing sides strong holds. castles have no zone of control just like armies. some changes would make this an even more awesome strategy game. hopefully others will offer suggestions to help improve the game and improve more equal game play that is not totally dependent of amount of playing time.

I would have tried to assassinate the commanders before attacking.

Edited by Chaos Armor - 03 Mar 2013 at 16:04
Back to Top
Halcyon View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 17 Aug 2012
Location: Israel
Status: Offline
Points: 360
Direct Link To This Post Posted: 03 Mar 2013 at 15:56
Originally posted by gameplayer gameplayer wrote:

hopefully the devs are watching the current siege happening in the war. stacking millions of troops and hundreds of commanders on one square makes a one army attack from the other side a constant defeat. there are people sending 50k armies that take months to make and not making a dent. 

It appears to me that most players or alliances who attempt to defeat a siege choose to send direct attacks against the siege camp. The result may be - as gameplayer pointed out is - many relatively smaller armies attacking a huge army.
But the opposite may also take place - in fact it just took place in the ongoing siege -  many smaller armies attacking a relatively huge army in the city in an attempt to clear the city of defending troops.
I wonder what would have happened if the defender actually chose to execute a Sally Forth after concentrating a huge army inside the city. The result would certainly be very interesting and impressive.
So, a question: why don't alliances use Sally Forth more? and do players have suggestions to make the use of Sally Forth more likely?


Edited by Halcyon - 03 Mar 2013 at 15:58
Back to Top
twilights View Drop Down
Postmaster
Postmaster
Avatar

Joined: 21 May 2012
Status: Offline
Points: 915
Direct Link To This Post Posted: 03 Mar 2013 at 15:31
hopefully the devs are watching the current siege happening in the war. stacking millions of troops and hundreds of commanders on one square makes a one army attack from the other side a constant defeat. there are people sending 50k armies that take months to make and not making a dent. its making this more of a slugfest war game than a strategy war game. the devs should also notice that several of the siege troops are from days march distance passing right by several of the opposing sides strong holds. castles have no zone of control just like armies. some changes would make this an even more awesome strategy game. hopefully others will offer suggestions to help improve the game and improve more equal game play that is not totally dependent of amount of playing time.
Back to Top
DeathDealer89 View Drop Down
Postmaster
Postmaster


Joined: 04 Jan 2012
Status: Offline
Points: 944
Direct Link To This Post Posted: 26 Jan 2013 at 03:58
There is simply no need for this.  

You can take how many sieges the coalition has done as proof of how easy it is.  You can take how many sieges have been undone on both sides to see how hard it is.  

If you wanted to change game mechanics siege is the last place I would start.
Back to Top
Darkwords View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 23 May 2011
Status: Offline
Points: 1005
Direct Link To This Post Posted: 26 Jan 2013 at 01:18
This Guard defence would be easily overcome by sending a large cav force preceeding the seige.

It would add another layer to seige mechanics, but do little to give a seiged city any real increase in their chance to defend themselves.
Back to Top
Hadus View Drop Down
Postmaster
Postmaster
Avatar

Joined: 28 Jun 2012
Status: Offline
Points: 545
Direct Link To This Post Posted: 26 Jan 2013 at 00:58
Create an Army order called "Guard."When a siege or blockade is about to land, the army set to"Guard" would intercept them. The siege/blockade force must defeat the Guarding army before landing on the square. The Guarding army would use defense, and the siege/blockade force would use offense.

In addition, the Guarding army would be the first to combat an enemy attack or raid on a city. If the Guarding army falls, the remaining Defending armies and unit pool would then defend.

Pros for using "Guard:"
- It would take the guesswork out of sending armies to occupy squares and intercept sieges.
- If a player is going to be inactive for a time, they could set all their units to Guard in a single army, offering them protection from attacks while inactive.
- Against attacks and raids, the Guard Army would defend first, allowing you to minimize or even eliminate damage to other commanders/units.
- Would add an element of choice and risk/reward, since using Guard has both its advantages, and its disadvantages (outlined next).

Cons for using "Guard":
- An Army would require time to set up for a guard. Anywhere between 12-24 hours seems fair.
- Only one Army could be set to "Guard" a city at once.
- While in Guard, that Army could not receive other orders, nor could it add/remove/equip units from its divisions.
- When intercepting a siege or blockade, the Guarding Army would not receive added defense from a City Wall.
- An Army that has just set up to Guard would not attack sieges or blockades that have already landed.
- An Army in Guard will not participate in Sally Forth.
Back to Top
geofrey View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 31 May 2011
Status: Offline
Points: 1013
Direct Link To This Post Posted: 25 Jan 2013 at 15:20
Here is a post I created on siege counter measures and some ides on helping to balance out the siege mechanics: 

- http://forum.illyriad.co.uk/siege-counter-measure_topic4423.html?KW=

Back to Top
 Post Reply Post Reply Page  <1234>
  Share Topic   

Forum Jump Forum Permissions View Drop Down

Forum Software by Web Wiz Forums® version 12.03
Copyright ©2001-2019 Web Wiz Ltd.