The only reason I strictly prefer siege over battle is that I simply don't want to wait for the round to end if I happen to die very early. I played a lot of native back in the day and I very rarely played battle there too. Siege has always been my preference for the above reason. I think if siege goes the one shot formula too, this mod will be forever dead to me and I will be gone for good.
1) Opening gates when there are no more than for example 30 players has no sense. So it is enough to use one ladder and rush to the flag. This makes defending a whole castle useless because the attackers only need one single breach for a short time. -> the best def tactic is just camping around flag/inner keep -> not a real siege unfortunately
and the bigger impact
2) if you got only one life there are very very few people who want to be the first on ladder. of course for some players this exact fact makes it so much more intense but it takes a lot of impetus out of the usually fast-paced wall fights.
So an own mode would not be that popular I think. But maybe a map with a very small castle for one side in battle map rotation could serve your wishes?
Just my two cents.
I agree it's also nice to have gamemodes with respawning, and different people have different tastes on the matter. I don't see this as a replacement for siege actually.
I see that you would like this to be an entirely separate and new mode Kafein. Note that I don't wish to look like a funkiller that objects for the sake of objection here, yet it would dwindle player numbers in both sieges. Just out of curiosity, I took a look at NA2 today and I really wouldn't like to see such a deserted siege mode on EU, be it your suggested one or the ordinary one.
I think some native siege maps had a system where attackers got X number of lives and defenders only got one, or something like that - not sure if the maps were more defensively biased than crpg ones (which are made to allow many plausible routes to the flag).
I think some native siege maps had a system where attackers got X number of lives and defenders only got one, or something like that - not sure if the maps were more defensively biased than crpg ones (which are made to allow many plausible routes to the flag).
On a different note - as Ellie pointed out - next patch will include a code that makes it so that when the population drops below certain thresholds the defensive spawn timer will reduce itself. This is something the mappers have been talking about for some time to help balance low pop siege and Paul made it happen! Go Paul.
Really? Paul is my hero. Attackers always winning low-pop siege condemned NA2 to obscurity, I expect a revival now. Some of those massive maps that already favor defenders (Helms Deep for one) need to get out of the NA2 rotation once that change goes in though.
Sometimes massive maps favor defenders if the attackers have a long way to go, sometimes they favor attackers if the defenders spawn too far from the flag themselves. Either way they are too boring in the current NA2 pop and need to go.
I still hope to have a separate NA2 rotation made. However, I am hoping that the spawn timer change helps populate NA2 and therefore reduce the need for a different rotation altogether :)