(edited by NathanH.1465)
Stealing siege weapons
The first bullet point isn’t the best of ideas unless you’re the person who placed it. I don’t fancy having a single person running around our fully upgraded keep and self-destructing all our superior siege.
At 20 points you’re suggesting a 60% chance of failure. Lets assume small groups running those 20 points.
That means a 5 man group has only a 7.8% chance of failing to take a single siege at a door.
A 10 man group has less than a 1% chance of failure. At these rates there’s really very little incentive to grab more than 20 points.
Personally I’m not sure I like the idea. If this existed I wouldn’t want to see the success rate at higher than 1%, 2%, 3% for the three tiers.
The first bullet point isn’t the best of ideas unless you’re the person who placed it. I don’t fancy having a single person running around our fully upgraded keep and self-destructing all our superior siege.
Didn’t think of that, how about only the person who places the siege (and those in the same party) can destroy it again?
At 20 points you’re suggesting a 60% chance of failure. Lets assume small groups running those 20 points.
That means a 5 man group has only a 7.8% chance of failing to take a single siege at a door.
A 10 man group has less than a 1% chance of failure. At these rates there’s really very little incentive to grab more than 20 points.
Personally I’m not sure I like the idea. If this existed I wouldn’t want to see the success rate at higher than 1%, 2%, 3% for the three tiers.
Understandable, on one hand you don’t want to the rates to be too high but at the same time the chance has to be somewhat realistic. But those abilities are more of an example as I have never been good at balancing this kind of stuff out.
(edited by NathanH.1465)
While the idea of stealing siege is a good one, there are a few issues with some of your ideas.
Point one, as already mentioned, can be used for griefing, so there would need to be preventative measures in place to stop this.
Points Two to Five (essentially the stealing parts) are ok, but I feel a very long (2+ minutes) channel would be a better way of capturing enemy siege. Make it take a long time to convert, to give the enemy time to respond, but don’t make it rely on a rng as we have far too much of that in this game already .
Points Six and Seven I feel will end up getting abused. You will have 100 players tag up just to take advantage of this feature, which could render it overpowered. Personally I would rather have all enemy siege automatically removed inside and outside (within cata firing range), the moment a building is captured, than have it converted automatically.
Another problem with your idea is that there is no supply required. I feel that if you are goiing to introduce a siege stealing mechanic it should cost supply and time. Otherwise stealing would be faster and more cost effective than deploying your own, and that could potentially encourage bad habits.
Again, the idea is good and I would welcome this as another element of the gameplay, but feel it should cost a lot of time and resources to do. Less than deploying your own, but not by too much. Think of it as a chance bonus that can save a little time and supply, but not a means of negating it completely.
Perhaps if you were just able to use the same amount of supply on a piece of enemy siege to acquire it as you would need to build one? Basically it would just save some blueprints. Or perhaps, combined with the ability to auto destroy your own siege, it would only cost 1/2 the normal supply to “capture”.
honestly i feel like we should focus less on the stealing of siege and more the destruction of it for example its really only rams that get left infront of every objective how about if there is not an active door that the ram can deal damage to the ram gets destroyed automatically and all players not in combat can destroy an enemy siege with simply a 5 second channel?
I said before, Commanders should have ability to Mark Siege no longer needed so folks can break them down for Supply….only commanders.
JQ Ranger
I said before, Commanders should have ability to Mark Siege no longer needed so folks can break them down for Supply….only commanders.
Anyone with 100g spare can be a commander, fair players and trolls/griefers.
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.
Why not make siege weapons more valuable? Make it so they can be stolen and are mobile. However make it so a commander needs to assign a veteran guard to move the siege weaponry and a squad of players must defend the veteran guard and siege weapon to prevent it from being stolen or destroyed. There is also the issue of where would you put siege weaponry when it is not in use though, maybe make it so they can be stored in a keep?