Suggestion : siege mechanics

Suggestion : siege mechanics

in WvW

Posted by: ThomasC.1056

ThomasC.1056

Hello,

With all that ruckus about sieges, I got ideas about a improved way of making siege work, which would help balance things (if correctly tweaked of course).

The core idea is to have sieges use supply to shoot :

  • The supply would depend on the siege : AC < cannon/ballistas < mortar/catapults < shield generator < treb ;
  • No supply = no shoot at all.
  • Siege weapons that automatically spawn in a tower or a keep, as well as siege dropped inside them by defenders would draw their supply 1 – from the structure 2 – from the user and party/squad members in its vicinity (1200 range) ;
  • Siege weapons dropped anywhere else, as well as siege dropped in a tower/keep by attackers would draw their supply from the user and party/squad members in its vicinity (1200 range) ;
  • To prevent siege trolls from using sieges to consume supply, only the successful use of sieges would use supply.

Side-effects for siege weapons :

  • The build costs of siege weapons could be lowered ;
  • When destroyed, they’d be put in a “destroyed” status, that’d be less expensive to remove than to build a new siege weapon.
  • Siege weapons could be more or less buffed, to compensate for this more difficult aspect of managing them.

The expected advantages are :

  • Camps get more valuable in the sense of “supply providers” ;
  • Outnumbered keep defenders would have a way to prevent treb endless bombing from towers : snap the supply => disable the treb ;
  • Incentive for attackers to blob’n’drop 5 superior catapults/rams at once would drastically fall, because attackers would have a much harder time to manage their supply than defenders.

To help with supply management, supply dollys can be added in squads :

  • Squad captains and lieutenants could hire supply dollys in camps (or towers ?) ;
  • Supply dollys are like usual dollys : they’re worth 30 supply, walk the same, get the same protection boon ;
  • Those ones would follow the commander (who could assign a lieutenant for the dolly), instead of walking a predefinite path ;
  • The dolly’s supply would add to the squad’s ;
  • The dolly can be refilled at any camp.