Author Topic: Proximity Points - bad for siege  (Read 1275 times)

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Offline Rhekimos

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Re: Proximity Points - bad for siege
« Reply #15 on: March 03, 2013, 09:39:52 pm »
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I thought I read that a conquest game mode with a more objective-based reward system was the endgame for cRPG. Then again, devs said they would rework weapon master/wpf like 2 years ago, and nothing yet. And that's an easy change; a new game mode/reward system is a big change.

I think Conquest will only make an appearance for the new game.

Offline Tindel

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Re: Proximity Points - bad for siege
« Reply #16 on: March 03, 2013, 11:26:48 pm »
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For most castles, attackers can get to flag in less than 30s if all choke points (gates/ladders/etc) are free. So defenders have to keep gates closed, restrict flow through doors/gates/ladders/etc. This is by design. Good siege defense is a combination of throttling flow through choke points and defending flag. Pure flag defense only works if attackers are dumb and stream in one at a time.

This man speaks the truth

Siege is like a tower defense game, you have to wear your opponent down in the most efficient way possible.

Offline no_rules_just_play

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Re: Proximity Points - bad for siege
« Reply #17 on: March 04, 2013, 12:28:36 am »
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This man speaks the truth

Siege is like a tower defense game, you have to wear your opponent down in the most efficient way possible.
im not talking about putting every single defender on the flag, im talking about having a starting backup force of defenders on the flag that probably do the most important job of the whole defence. they are the backbone of the defence and if THEY fail because they are with too little, they lose. and nobody can tell me that its possible to hold the defenders on the wall. look at what HRE does: all attackers go to one point, push through and half of them is at the flag in 30 seconds. the only thing that front wall defence does is to make sure that the flag wont be attacked from 5 sides at once, they break the enemy force in half and let them come in smaller waves. everyone that respawns can quickly close the gate. but holding a chokepoint?
the most efficient way is not always the smalles, in siege we have to think about respawn time. if we respawn we need 30 seconds, if they die on front wall they need only 10 seconds to smash your face in again. once a defence on the front wall is broken, everyone who was part of that defence will die because they lost their only good position and now have to fight on even ground against a enemy that is outnumbering them and has better respawn time. after that, the attackers might not immediatelly take the flag, but they will have a permanent advantage in numbers.

btw, castles are not build on 30 seconds but on 40-50. And yes, i have seen 1 single castle where holding flag is a secondary job. (congrats to the designer btw). its this wooden castle:
its in my opinion the only one with good tactical positioning of keypoints.
(click to show/hide)

Offline Phew

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Re: Proximity Points - bad for siege
« Reply #18 on: March 04, 2013, 04:24:50 pm »
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btw, castles are not build on 30 seconds but on 40-50. And yes, i have seen 1 single castle where holding flag is a secondary job. (congrats to the designer btw). its this wooden castle:

That would be one of the best map designs IF it wasn't on a steep grade. I hate having my 7 athletics negated by poor map design.