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Zangi View Drop Down
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Direct Link To This Post Posted: 07 Oct 2010 at 05:58
Stationed troops in a sieged city, should have X% chance per turn to prevent each ram from damaging the walls.
Even destroy one if they get lucky.
Chance should be based on a ratio of Number of Defenders to Number of Rams.

A well reinforced and uncleared city, would then be more likely to have their walls intact by the time the razing can happen.
It still doesn't address the issue of how fast a big city goes down... since walls barely hold any population...


"Rain of Arrows" - Siege Camp archers should be able to fire back at half efficiency, but, this would negate or at least make less effective the Ram Defense.
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Direct Link To This Post Posted: 07 Oct 2010 at 08:05
How easy is it to damage walls?

far to easy.  And in RL?

mebbe we should have twin conditions for storming - pop deficit and breach in wall. 

Wall self heals at x% per day.  Wall has x hit points, each ram does y damage x % chance.  Once wall loses %x hit points it is breached and one of the storm conditions is filled.
wall level never lowers

meantime, all ranged units behind wall do x damage to sieging army per hour.

Result; 
realistic.
worth spending money on wall
worth regularly clearing army in city
necessary to attack wall

once more unto the breach dear friends once more.
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Direct Link To This Post Posted: 07 Oct 2010 at 09:38
Another option is that the use of Rams is manual. 
No damage/attack on the walls unless the sieger pushes the 'take the walls' button. And get fried by runes while doing it.
Dead commanders apply the same here...
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Direct Link To This Post Posted: 07 Oct 2010 at 14:02
Originally posted by bow locks bow locks wrote:

How easy is it to damage walls?

far to easy.  And in RL?

mebbe we should have twin conditions for storming - pop deficit and breach in wall. 

Wall self heals at x% per day.  Wall has x hit points, each ram does y damage x % chance.  Once wall loses %x hit points it is breached and one of the storm conditions is filled.
wall level never lowers

meantime, all ranged units behind wall do x damage to sieging army per hour.

Result; 
realistic.
worth spending money on wall
worth regularly clearing army in city
necessary to attack wall

once more unto the breach dear friends once more.


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Direct Link To This Post Posted: 07 Oct 2010 at 16:44
+1 on walls firing back  Clap

So here are some ideas on that:

A realistic scenario would be a siegecamp with cats shooting at a city,
the city shooting back in some way (own cats, magic,...),
(I would reduce the damage of the cats to make them anoying, but not devastating)
But the attackers are not yet able to get down the wall...
if they want to really get the city, they'd have to go for the wall in direct battle with their rams,
having to fight against the people throwing hot tar and stones on them (the more pop, the more damage), and the army within maning the walls (archers already have their high defense as a bonus).

A city is ready for capture or destroying, when it's walls are completely down and the army dead.
The loss of pop as a requirement is unrealistic IMO; When the city is captured, a part of the people would go away, leaving the winner half of the pop, or every building reduced some Levels.

As also mentioned in an other thread, those people might be able to start a new town somewhere, taking those Levels reduced in the old city with them. This could also be able when the old town's destroyed (people getting away with all they can carry).

Got a bit far away from the actual thread, but High Big Walls would become really important then.

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Direct Link To This Post Posted: 09 Oct 2010 at 19:46
Great another useless-defence game!
The strange thing is that Illyriad should be based on a medieval-fantasy background.
Walls were not easy to breach until cannons and bombs were invented.
A good and well defended wall was really hard to breach, a siege could last ages, and most of the time attackers won couse of hungry and diseases.

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Direct Link To This Post Posted: 09 Oct 2010 at 20:10
Originally posted by Drejan Drejan wrote:

Great another useless-defence game!
A good and well defended wall was really hard to breach, a siege could last ages, and most of the time attackers won couse of hungry and diseases.


I do not mind food actually being useful in that regard...
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Direct Link To This Post Posted: 09 Oct 2010 at 20:22
In every fantasy scene I've seen, walls were always massive, impressive monuments of human engineering, and a pretty backdrop for dragons to fly over...or bowled over by tidal waves, meteors, and avalanches...or simply nullified by direct magic attacks or the press of sheer numbers.

In every realistic medieval setting, they're a great way to pen in and starve out an army, or target practice for trebuchets that out-range anything else, or a place for archers to shoot...and get shot, pummeled by trebuchets, and skewered by ballistas.

Walls are impressive-looking and a comforting placebo, but were never terribly effective, especially in relation to the effort they required to erect.  In pretty much any realistic setting, defenses of any kind are mostly wishful thinking, and the only real security comes by hitting first.  You should be thankful that between walls, sovereignty, runes, and diplomatic attacks jeopardizing only the attacker, the mechanics of this game at least favor defenders on home turf in most situations.
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Direct Link To This Post Posted: 09 Oct 2010 at 22:53
Originally posted by Drejan Drejan wrote:

Great another useless-defence game!
The strange thing is that Illyriad should be based on a medieval-fantasy background.
Walls were not easy to breach until cannons and bombs were invented.
A good and well defended wall was really hard to breach, a siege could last ages, and most of the time attackers won couse of hungry and diseases.



attackers lost most of the time cause they couldnt keep supplying there siegetroops thus forced to retreat depended on season and distance ofcourse and if the defenders had a force disturbing those supply lines ofcourse and if the city had just taken in there harvest or was running on there last bit.
also if the defenders had a contineus water supply during the siege (rivers or huge belowground chambers filled with water). if it was a river the attackers could poison it or infect it thus forcing the defenders to surrender due to sickness.
attackers could blockade the city and just wait it out but that took alot of time and was more likely to let the defenders win due to problems mentionned above.
they could provided if they brough siege equipment with em or bulded on spot shoot the walls with catapults creating a breach and with siegeladders taking the walls driving off the defenders(atleast try to).
non the less storming a city was a risky bussiness cause of the rain of arrows dropping down on your storming troops. if your troops tried to break in the gate with a battering ram heated (pek dunno the word in english) was thrown on you and torches to light it.
siegeladders could been pushed back down.
for every attack there was a defense and untill the time of cannons walls were not uselless but pretty effective.

ok the rest of the topic now lol

i agree with the arrow thing but the amount of arrows or effectivness should be determined by the amount of archers you have (lemme know if i understood wrong what you ment)

also i wanna ask if its possible to make sieges last longer? to make it more realistic? uhm ok that was about it i guess Sleepy



The battlefield is a scene of constant chaos. The winner will be the one who controls that chaos, both his own and the enemies.
Napoleon Bonaparte
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Direct Link To This Post Posted: 16 Oct 2010 at 17:01
Way I see it, walls are the reason you have siege engines in the first place. Without walls, the enemy wouldn't need to spend the tons of extra upkeep and resources building siege engines, and could just come in unopposed and kill your army.

Walls make it so the enemy has to sit outside your city and plink you for a while, rather than just wiping you off the map. It also makes their armies more resource-draining to them, so they need more time to prepare. It is a stalling measure.
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