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Llyorn Of Jaensch View Drop Down
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Direct Link To This Post Topic: Wall relevance
    Posted: 01 Sep 2010 at 01:14
I'm questioning the relevance of the wall in modern siege warfare.

Perhaps game mechanics need to be updated to include the defensive bonus in Siege warfare? As this is the only form of warfare which a large proportion of players conduct the wall's defensive bonus is, to my understanding, rendered useless.

The conflicts involved in this operation: the siege itself and Sally forth do not make any provision for the wall. By the time of the final act of storming the settlement the wall has most likely been destroyed. The conclusion being the wall is currently useless in advanced operations and somehow needs to be included in siege mechanics.

I'm interested in your feedback.
Cheers.
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G0DsDestroyer View Drop Down
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Direct Link To This Post Posted: 06 Oct 2010 at 16:05
I agree i would rather have my enemies last longer and be able to fight longer when they are under siege. i sieged someone with only six of each siege weapon and destroyed their lvl 14 wall in a day so something should be done to make the wall better
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belargyle View Drop Down
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Direct Link To This Post Posted: 06 Oct 2010 at 22:05
I have been pondering this myself..

I wonder if this could be offset by siege equipment inside. Not in sieging those outside but adding a bonus to the walls with them as they could be used to counter attack.. making them not as accurate and potentially loosing some siege equipment here and there.

However another idea could be to have a research item like.. wall Catapults.. to increase bonus against siege camps.
OR..
A magic barrier to increase stability..

Who knows.. it would make it more interesting. :)
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Direct Link To This Post Posted: 06 Oct 2010 at 22:26
Battle rams target only the wall, while catapults target every other building in the town. This is very unballanced because the wall will be down in like 3 or 4 hours, while a big town will hold at least a full day (24hrs) without upgrading. Maybe the hit % needs to be changed for battle rams? It will balance it alot better than how it works now.
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Direct Link To This Post Posted: 06 Oct 2010 at 23:17
The last change made us change tactics from only bothering to include a 3-4 rams to 15+ which has it's knock on effects via build time and upkeep.

What it means is a slow start (due to the low initial to-hit percentage) but once the siege has been in progress the gradually increasing hit percentage plus the much large number of rams being included means you hit a point where the wall goes down fast and stays down regardless of prestiged attempts to rebuild.

Maybe remove the to-hit chance increase for rams altogether (which makes sense - it's a bit hard to miss a wall with a ram).
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Direct Link To This Post Posted: 06 Oct 2010 at 23:26
Originally posted by belargyle belargyle wrote:

However another idea could be to have a research item like.. wall Catapults.. to increase bonus against siege camps.

+1
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Direct Link To This Post Posted: 07 Oct 2010 at 01:18
Originally posted by KillerPoodle KillerPoodle wrote:


Maybe remove the to-hit chance increase for rams altogether (which makes sense - it's a bit hard to miss a wall with a ram).
There is a difference between a hit and an effective hit. Hitting a wall might be easy, but hurting the wall is a whole other story.
I am not amused.
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Direct Link To This Post Posted: 07 Oct 2010 at 02:48
Perhaps the wall could give a bonus to the attack value during a Sally Forth?  Here's my reasoning:

In a real siege, armies did not just sit behind a wall while the enemy attacked.  Sometimes they fought back with ranged units and artillery.  In our game however, short of Sally Forth, a siege encampment is a wholly one sided affair, safe from the sieged army. Sally Forth is the ingame representation of the sieged town's efforts to fight back and walls help that.  Maybe that's what the proposed tech, wall catapults could do, apply a wall bonus to a Sally Forth attack. 
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Noryasha Grunk View Drop Down
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Direct Link To This Post Posted: 07 Oct 2010 at 03:30
I fullly support da idea of siege veapons in town beink able to fire back and damage da attackink harmy. Den dere's a reason to clear da city regularly and valls become important again.

Plus its lot more fun, hyah.

Iffen so, doh, vould be cool if chance to hit vas based on da size of da harmy, but damage was a set amount rather dan some percent damage like how casualties are set now.


Edited by Noryasha Grunk - 07 Oct 2010 at 03:31
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Special One View Drop Down
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Direct Link To This Post Posted: 07 Oct 2010 at 05:46
Yes, I agree that defending town should be able to "fight back".
Defender's siege weapon should can fire back to attacker's siege weapon and has chance to destroy them.
Wall also should be able to do "rain of arrows" every hour that has chance to kill a percentage of enemies.
With this ability, towns can able to defend them self much better.

For example:
Level 20 wall should be able to do "rain of arrows" and kill 0.05% of attackers siege army randomly every hour. started by the time attacker arrived. This equal with 1.2% every day.

Level 1 wall will kill 0.0025% of enemy soldiers every hour. The percentage rise 0.0025 every level of wall.
This will give level 20 wall equal with 20*0.0025 = 0.05%
They also consume lumber and iron. If not enough lumber and iron in that town, rain of arrows will stop.



Edited by Special One - 07 Oct 2010 at 06:07
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