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Suggestion Sieges

ACwavelength

Active Member
Slicer
In medieval warfare, sieges on castles and towns were reasonably common. But on loka, You can't really trap someone in their own town and force them to starve.
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I am suggesting the implementation of the 'siege inhibitor'.
Basically an inhibitor, but the size and shape of a radar, these could be placed at different locations just outside towns.
Just like inhibitors, players could teleport to them from their town, and reins could be called for a siege as well.
The siege inhibitors could be given upgrades and modifications to make it harder for a siege to be broken, such as protecting golems (They don't come as default) and maybe lasers.
Unlike inhibitors, sieges could be placed on towns without territories.
Once at least a minimum amount siege inhibitors have been placed against a town, their town portal will stop taking them back to spawn.
Players could still enter the portal from spawn, but could not go back. This means they would have to provide for themselves, or escape out for their town to trade for food.
Members of a town under siege would not be able to warp to battles, place on other towns, attack, defend, or take new territories.
Getting to Resource islands would be quite difficult.

If the town under siege were to run out of resources to power there territory generator, they would fall and the sieging town or alliance would win.
However, if the town under siege destroys all the siege inhibitors, they escape the siege and can use their portal properly again.

This may not be as eventful as town battles, but would inconvenience the members of the town very much.
 

Evil_X

Well-Known Member
Sentry
Are you suggesting you could use this to forcefully kill a town?
If so you have to be concerned for the towns that have had months spent on them and are now getting destroyed cause they didn't have territory. It would have to be incredibly difficult to do this just cause a big alliance could come in and remove any chance of the enemy surviving.
Not much is safe on Loka but your town is the one safe house that can even then be broken into and raided by the town forgetting to lock something or leaving something open and I'd rather it stayed that way
 

ACwavelength

Active Member
Slicer
Please no.

Older Towns would abuse this to no end to drive off anyone they don’t want on their continent.
I don't think that sieges themselves should be too powerful, and anyway, unless the sieging town has a 24/7 guard patrol encircling the entirety of the town, it would be easy to smuggle people in and out.
And of course, one siege inhibitor on it's own would be useless. there would have to be many, each placed individually before the siege could come into effect.
If that isn't enough, then maybe towns could only siege other towns who are a similar level, so big towns can't kill starter towns, and so on.
Or, maybe siege inhibitors would not be able to teleport players in, so if they are killed they would have to walk.

There are many ways that this could be nerfed to fit into loka.
 

koi0001

Well-Known Member
Guardian
This idea of sieges has been thrown around a lot but this is probably one of the most interesting concepts I've seen.

The main part of this suggestion that I'd disagree with would be the fact that towns which are sieges gain no real benefit from surviving the siege.

If the town under siege were to run out of resources to power there territory generator, they would fall and the sieging town or alliance would win.
However, if the town under siege destroys all the siege inhibitors, they escape the siege and can use their portal properly again.

You never really said how long a siege lasts for? Keep in mind this is a Minecraft server and the fact that battles take hours to prep for and last hours is really pushing it for the attention span of the average Minecraft player.

Also town generators have enough resources typically to last months as gaining shards for towns really isn't difficult; the only players I think this would affect would be smaller towns who have yet to build walls, learn how the server operates and gain resources.
 

SilentStormSix

Well-Known Member
Sentry
Community Rep
Well, you could have it so you could delete the block protection for a small but and have town vs town in combat, but not to delete the town. *Also add a feature where you cannot loot chests. So the reason is to just fight eachother and stuff like that
 

ACwavelength

Active Member
Slicer
You never really said how long a siege lasts for?
A siege would be like any other siege, and would basically be infinite. Maybe the max time a siege could last could depend on how many siege inhibitors there are, such as 4 = 2 months, 1 = 2 weeks, something like that.
The benefits of escaping a siege could be receiving the shards or loot used to create each siege inhibitor
 

koi0001

Well-Known Member
Guardian
There have been loads of servers which utilized siege mechanics before but I feel like if this was introduced to Loka it would become a main aspect of the server. That being said if it was introduced I'd say it would be heavily tied into conquest.

In the past I've seen servers where they implemented siege mechanics really well


The LOTR roleplay community is usually really strong in this area. While we're on the discussion it's worth just looking on their websites for inspiration. I remember back in 1.8 they had really fun mechanics that I could see working on Loka like how TNT had to be placed in certain areas to trigger events etc
 

Grubul

Well-Known Member
Slicer
-1 unbalanced and pointless.

Only way I could see a siege is as a raid.
A hard to craft item acting as ender fruit, but with long distance. Attacking town can only use 4 of them per raid.

You could only use it within the town you are attacking and after 24h of inhib time.
And you might end up in their loot room. You might be killed after first teleport and lose those 3 items. You might just teleport around the surface and you might get stuck underground on your last teleport.

Options on this?
 

Grubul

Well-Known Member
Slicer
Big risk big
-1 unbalanced and pointless.

Only way I could see a siege is as a raid.
A hard to craft item acting as ender fruit, but with long distance. Attacking town can only use 4 of them per raid.

You could only use it within the town you are attacking and after 24h of inhib time.
And you might end up in their loot room. You might be killed after first teleport and lose those 3 items. You might just teleport around the surface and you might get stuck underground on your last teleport.

Options on this?
Reward. Not too hard to implement. Not op and based more on luck than anything else
 

Evil_X

Well-Known Member
Sentry
I realise I've already given an opinion however during a chat about this on discord I want to point out something else, Siege's I think are a cool idea but a concern of many which I share is the fact towns are something so precious and something so many people work so hard on. Some people play Loka trying to avoid Conquest and wanting to build and don't wanna have to go weeks trying to stop themselves being sieged or losing everything being prevented from doing anything.
If Loka was ever to get a new world or an overhaul of everything maybe but this idea changes so much about the core game it just wouldn't be plausible. It reminds me of a suggestion in the past about having carts deliver resources from town to town and you could stop the cart midway before it gets to the town the items are meant for. This idea while an incredibly fun sounding one just wouldn't work. What stops you from going to spawn and just throwing a town a bunch of shulker boxes filled with all you'll ever need?
Maybe when Loka gets an overhaul or a reset and has the chance to implement these huge changes but for now it just doesn't seem possible without causing more negative's than positive's
 

Jedoi

Well-Known Member
Slicer
I have to say, this sounds amazing from a lore standpoint. But mechanically, I see huge amounts of players quitting Loka because of this. As someone who isn't into Conquest, and is already upset by how many "inconveniences" Conquest brings to Non-PvP towns, this would kill them all, I think.
 

Haldyir

Well-Known Member
Slicer
This just popped in my head so I figured Id say it. It has potential but here's my two cent.

Only way I see this working is that it could be an added step for a town to take the capitol of a continent. Not sure the mechanics but its realistic and would lead to more player drive. This would of course cancel out the raiding but it would be one "last stand" fight or something.
 

Qfu

Active Member
Slicer
Perhaps make it a capital vs capital only feature if that makes sense, give the defending town an hour or so to build extra defences around their base and to hide their loot, and just like how you can instantly place radars and farms etc, make it so you can place special monuments or ladders which will allow you to climb over walls. Could probably make it so you are allowed to break blocks during the siege but every blocked placed or broken will get reverted after the siege? I love the idea btw
 

Grubul

Well-Known Member
Slicer
perhaps make it a enchant on a pickaxe to enable destroying blocks in other towns but one block would take like 5-10 minutes of constant mining. if disturbed - it resets. Also an inhib would have to be placed to even do that for a hour or so. so 6-12 blocks a hour
 

ACwavelength

Active Member
Slicer
*Also add a feature where you cannot loot chests
That would make it balanced, but remember the siege inhibitors could not be teleported to, so once the sieging town's members are killed, the inhibitors could be easily broken and the siege broken
Perhaps make it a capital vs capital only feature if that makes sense,
Or top level towns could only siege other top level towns or something like that.
give the defending town an hour or so to build extra defences around their base and to hide their loot
As I said, Each siege inhibitor on it's own would be useless, and the siege would only come into effect once a certain number of them have been placed, which could take days.
This means the siege could be broken before it comes into effect, if the first siege inhibitor is defeated.

Basically, sieges would be really difficult and almost pointless for the sieging town and would be reserved for high level towns against high level towns.
 
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