Author Topic: Test Siege Discussion  (Read 2280 times)

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Offline Damug

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Test Siege Discussion
« on: July 27, 2011, 10:07:38 am »
+2
My thoughts after sieging the castle tonight:
  • There need to be more construction material storages, I'd say at least 3 but maybe as many as 5.
  • Catapults are pretty radical
  • Siege towers are useless on any sort of slope
  • Siege equipment can sometimes spawn in the ground making it useless as you can't use it and it counts towards the cap on available siege equipment you can have
« Last Edit: July 27, 2011, 10:09:44 am by Damug »

Offline Skeebie

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Re: Test Siege Discussion
« Reply #1 on: July 27, 2011, 10:11:06 am »
0
Siege towers can't be built on any kind of slope either, and stop "growing" if the wheels get moved too early.  Also, it might not be a bug, but when the siege towers were moving across the side of the hill, they would start turning downhill.

Catapults clipped through the siege shields at spawn as well.
« Last Edit: July 27, 2011, 10:13:18 am by Skeebie »
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Offline Earthdforce

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Re: Test Siege Discussion
« Reply #2 on: July 27, 2011, 10:21:00 am »
0
The Catapult was having a problem on the hill for us defenders also. It was like floating a little bit..
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Offline PhantomZero

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Re: Test Siege Discussion
« Reply #3 on: July 27, 2011, 10:21:06 am »
+2
Some of the names for parts on the equipment should be changed to more accurately describe how they function. Like instead of "Release the brake" just use "Forward" or "Backward".
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Offline Tydeus

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Re: Test Siege Discussion
« Reply #4 on: July 27, 2011, 10:23:58 am »
+1
  • Catapults don't do enough damage to buildings for how long they take to make and how easily they break, especially since they can't be repaired. They should do additional damage to keep every siege battle from being 6 hours long.
  • Completed siege equipment should get repaired by throwing material at it
  • Experience gain per kill for Town/Castle Siege should be higher than battle to offset the difference in deaths per minute between the two game modes.
  • More/movable construction material storages.
60 second spawn timer shit is still a bit ridiculous, too easily abused.
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Offline BcBKC

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Re: Test Siege Discussion
« Reply #5 on: July 27, 2011, 10:25:14 am »
0
From a defenders point of view.

40k xp in 50 minutes. That's less than x1. Sounds like its linked to kills according to chadz in irc. Increase it for castles and cities or switch it to time based xp system like crpg. Most player average x2 in cprg so i think that's a good place to start.

1 hour time blocks wont be enough for large fights. I expect some of these large castle and city battles with 4000-5000 tickets to last 3-5 hours easily.

« Last Edit: July 27, 2011, 10:32:45 am by BcBKC »

Offline Warcat

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Re: Test Siege Discussion
« Reply #6 on: July 27, 2011, 10:26:14 am »
0
I agree about the additional storages for mats. I like that towers can't easily go up hills, but I noticed their were some weird things going on with some of the siege equipment spawning mostly underground. At least with one catapult, trying to use it while it still was coming together may have helped. Also it may have been better to try this out on a sarranid castle instead of what looked to be a Rhodok castle. Really like the way catapults work though. As long as the attacking team has some organization and 10 people aren't using one, they're great.
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Offline Gumdrawp

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Re: Test Siege Discussion
« Reply #7 on: July 27, 2011, 10:27:10 am »
0
All siege equipment aside from siege towers should be repairable by throwing construction materials at it. Something like 1 material=5-10% hp sounds pretty fair. Especially considering catapults do considerable damage to themselves upon firing. Siege towers should be excluded from the list because it would likely be imbalanced to have everyone fill up their secondary slots with materials and repair it from inside.

Also hills make siege towers pretty useless as was already stated.

Also for some reason every time myself or tydeus tried to spawn with construction materials it would spawn us without helms and weapons. (happened to me twice before i managed to figure it out. Tydeus i believe it happened to a few times as well.)

3-5 Material stacks would make the initial part of the siege be a bit faster as well, but it may also imbalance it in favor of attackers. Building catapults/towers too fast after they break could be a serious issue for defenders and make it near impossible to stop attackers if they're coordinated enough.

Also I agree that the exp gain should be increased somewhere between 3-5 times of what it is now. 40k or so an hour is pathetic, even if it is tied to kills. Strategus should award more xp/hour than playing on normal servers and i average ~150-180k/hr on battle. This could also be offset for earning a large bonus amount of XP for winning the battle(unless this was already coded in and we just dont know because we didnt finish.)
« Last Edit: July 27, 2011, 10:30:39 am by Gumdrawp »

Offline PhantomZero

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Re: Test Siege Discussion
« Reply #8 on: July 27, 2011, 10:32:16 am »
0
Catapults can kill themselves with the rock if the arm is pulled all the way down and the block or whatever is fully extended, and sometimes if the catapult is on a hill.
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Offline Warcat

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Re: Test Siege Discussion
« Reply #9 on: July 27, 2011, 11:09:18 am »
0
I do think all siege equipment needs more hitpoints or the ability to repair them. And really, as much as I like archery, arrows shouldn't be able to do anything to siege equipment.
« Last Edit: July 27, 2011, 11:10:51 am by Warcat »
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Offline Olwen

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Re: Test Siege Discussion
« Reply #10 on: July 27, 2011, 01:34:07 pm »
0
mmmh, which castle was attacked ?

Offline Blondin

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Re: Test Siege Discussion
« Reply #11 on: July 27, 2011, 01:57:39 pm »
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Defenders need fire arrows, don't know if it's'already possible, but with WSE may be fire arrows can be different of normal arrows.
Fire arrows :
More damage on construction
Less damage on human
Less range

and more complicated (and may be unbalance wise), we need big rocks and boiled oil!

Offline Gumdrawp

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Re: Test Siege Discussion
« Reply #12 on: July 27, 2011, 03:12:39 pm »
0
Defenders need fire arrows, don't know if it's'already possible, but with WSE may be fire arrows can be different of normal arrows.
Fire arrows :
More damage on construction
Less damage on human
Less range

and more complicated (and may be unbalance wise), we need big rocks and boiled oil!

Although realistic, i dont think these elements are needed for siege. About the only thing i could think of that would be a welcome addition would be a ballista to use against incoming siege towers for defenders. but the narrow castle walls would probably make that a pain in the ass to maneuver effectively.

Offline Jarlek

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Re: Test Siege Discussion
« Reply #13 on: July 27, 2011, 05:20:00 pm »
0
mmmh, which castle was attacked ?
+1

EDIT: And also how did it go? What were the numbers? Who attacked? Small recap?
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Offline Gumdrawp

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Re: Test Siege Discussion
« Reply #14 on: July 27, 2011, 05:26:47 pm »
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+1

EDIT: And also how did it go? What were the numbers? Who attacked? Small recap?

notice how it says test siege. noone attacked a castle, it was a mock battle to test stuff out for chadz that he gave people troops and set it to a map. It was just a big QA test for him.