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Sieging Ideas Thread

Cryptite

Elder
Staff member
Elder
Like the Capital thread, we know we want sieges, and we're not going to delve too much into our ideas, but what do you think Sieges should entail?

I realize there are a few bits and bobs of suggestions about Sieges in some other thread, so bring them here, let's have a nice organized thread about what you think a Siege will involve. How do you start one? How does it end? What do you win? What do you lose?

Let's hear it!
 

Strongeee

Member
Slicer
I think that you should be able to setup a inhib just outside a towns radius and have a countdown for 24 hours, letting the attackers and defenders to prepare for a siege.

Once the siege has started no one drops armor and hotbar in the battle zone. The attackers then can use pearls in the town and if someone a defender dies they then have to wait 5 minutes before returning. The attackers can raid as usual (old world raiding).

If the defenders kill a attacker they just need to use the inhib again. Once the defenders take down the inhibitor the battle ends after 5 minutes and armor can be dropped, defenders cannot pearl inside the town and have the risk of getting stuck or dying.

Preferably it would be nice to teleport all attackers back to there town once the inhibitor is being destroyed, not too sure if that is impossible or hard to make.

Also it would be nice to have a list of breakable blocks for the attackers. Glass, Stone, Dirt etc. After the battle ends blocks will regenerate.
 

EastBowmen

Active Member
Slicer
I think that you should be able to setup a inhib just outside a towns radius and have a countdown for 24 hours, letting the attackers and defenders to prepare for a siege.

Once the siege has started no one drops armor and hotbar in the battle zone. The attackers then can use pearls in the town and if someone a defender dies they then have to wait 5 minutes before returning. The attackers can raid as usual (old world raiding).

If the defenders kill a attacker they just need to use the inhib again. Once the defenders take down the inhibitor the battle ends after 5 minutes and armor can be dropped, defenders cannot pearl inside the town and have the risk of getting stuck or dying.

Preferably it would be nice to teleport all attackers back to there town once the inhibitor is being destroyed, not too sure if that is impossible or hard to make.

Also it would be nice to have a list of breakable blocks for the attackers. Glass, Stone, Dirt etc. After the battle ends blocks will regenerate.

I like everything about this other than that armor doesn't drop. If you're able to enderpearl into a town, then the armor should drop. In other words, I think the inventories of players should drop if killed.
 

X_Cavator

Active Member
Slicer
I think the siege should be a last man standing type of event. Strongeee has some good ideas but his idea lacks a final goal. In the end I think it should come down to pvp, traps in the town to a certain limit. Basically we take strongeee's idea of the inhibitor but it is a 1 way trip, you can't return. 24 hour notice and last man standing gains 500 shards or a resource of their choice. On valantis both leaders talk with a third party staff member and organize demands of their choice for winners and losers, this idea could also work.
 

Lazuli73

Well-Known Member
Slicer
I think sieges shouldn't have a 24 hour lul period. Real sieges are surprise attacks on the defending side's base and should be like that on Loka. If you want some third party political nonsense to arrange siege terms it should happen after the siege is said and done.
 

X_Cavator

Active Member
Slicer
I think sieges shouldn't have a 24 hour lul period. Real sieges are surprise attacks on the defending side's base and should be like that on Loka. If you want some third party political nonsense to arrange siege terms it should happen after the siege is said and done.

Yeah we could do it like this. But then the following happens. I see a member of cerulean only at around 2 In the morning. I call my members online and siege for extreme demands that will really hurt cerulean or we just collect the free reward depending on how it ends up working. We start a flame war and gg
 

turtlemaster01

Member
Slicer
I all realness many nations knew when a force was coming and had time to prepare for a siege. The Inhibitor is like an army marching somewhere. People will notice a group of armed guys moving around towards a certain point so the sieges should have some sort of warning maybe not 24 hours but something more then 10 so attacks launched at wired times can still be countered.
 

Strongeee

Member
Slicer
not 24 hours but something more then 10 so attacks launched at wired times can still be countered.
I would say minimum 15 hours. Some people have to sleep then wake up and get ready and go to work or school.
Also for the armor loss and all that easy helpful stuff. I was just thinking about all the people who wont be sieging because of the difficulty. It's better to have a bunch of towns attacking instead of just a couple of towns running around sieging others.
 

Toiongo

Member
Slicer
Sieges should only be possible once all of defending side's TGens are gone, imo. They should also only be happening on weekends, as to accustomize to different timezones, and be under admins supervision. Admins could contact each side to determine at which exact time such event should be happening.
 

Strongeee

Member
Slicer
Sieges should only be possible once all of defending side's TGens are gone, imo. They should also only be happening on weekends, as to accustomize to different timezones, and be under admins supervision. Admins could contact each side to determine at which exact time such event should be happening.

I like the all TGens thing, not too sure about the weekends/admin supervision. Having things automatic make it more of a feature and less of a play ran event. I also think if it is possible to opt in for a automatic email sent to defenders saying when a siege is going to happen. For the attackers the town owners will be responsible to gather there men.
 

Toiongo

Member
Slicer
You could make the siege happen only when there is a sufficient amount of people online on both sides, as a workaround for timezones and work/school.

E-Mails/Timers just won't do the job of getting people online, imo.
 
I need a bit of clarity with this. Is this siege mechanic suppose to be for a town/alliance to overtake another or a type of raiding system?
 

Cryptite

Elder
Staff member
Elder
I need a bit of clarity with this. Is this siege mechanic suppose to be for a town/alliance to overtake another or a type of raiding system?

Sieging is sort of meant to be the more 'final' version of Conquest. Where taking TGens out is part of the 'territory war', sieging can be likened to a bigger/more advanced tgen fight that takes place in/around a town with greater rewards, risk, and gravity.

Sieging is where things like Annexation come in and it would have a bigger impact on becoming Capital as well.

I wouldn't call it a Raiding system as Sieging will not likely involve destroying the town or getting into a town's safe (vaults) areas. Of course there will be murder and lovely things like that, but not the kind of activities we think about when we think raiding.
 

Strongeee

Member
Slicer
You could make the siege happen only when there is a sufficient amount of people online on both sides, as a workaround for timezones and work/school.

E-Mails/Timers just won't do the job of getting people online, imo.
Then sieges will be rare. With timers/emails people are notified that this event will take place, they will flock on to defend there town/there goods.
 

gabrosen

Well-Known Member
Slicer
Like the Capital thread, we know we want sieges, and we're not going to delve too much into our ideas, but what do you think Sieges should entail?

I realize there are a few bits and bobs of suggestions about Sieges in some other thread, so bring them here, let's have a nice organized thread about what you think a Siege will involve. How do you start one? How does it end? What do you win? What do you lose?

Let's hear it!
We should bring this back up. :3
 

Draldorok

New Member
Here's an idea combining some from above;

Every town gets resources by default for territories owned.
Resources in turn are used as shards for currency and town upkeep.
Currently a capital buff is a tax on its continents towns.

An idea would be to increase resource generation via territory ownership, and then use this as an incentive to get territory.
Furthermore, there are alliances, but what if after claiming the last of a given towns territory you could siege the town and "annex" it into your alliance. This would force the said town to pay tax to its "capital" city, ie. an increased city upkeep cost that goes to the "capital" city.

A siege would be similar to a tgen fight, but with the inhib pad outside the city, reinforcements allways allowed regardless of when they where called last, ender pearls would be allowed for all players, blocks could be broken or placed, with only town members of the town under seige being able to access chests within city limits. No item drops from players as normal fights.

TNT will destroy blocks.

And finally block replacement after siege has ended. This allows people to get into a city or a wall around the tgen. and then fixing peoples masterpieces. As well as the ability of TNT to show the destructive power of a siege without too much consequence.

This way everyone gets what they want, and you dont have to worry about raiding. The point would be to fight to conquer the city and get the buffs, which will mean resources. Not to rape and pillage.

All the while, exploring the city will happen by default.

Attackers will be at a disadvantage with recall as normal, with defenders having the instant return advantage. You are seiging a town. It should not be easy.

End of battle would be same as normal. Getting out of an annex would require a town to claim territory.
 
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