I think we should be mindful that players are quite good at adapting. I think you're drawing on your experiences in a traditional PvE or PvP based game.
For example, I think MO and DF were 8k X 8k or something like that. That's not even big enough to be the first continent in EoC so you've immediately got a different playing field. We don't know the plans regarding territory control and defense yet and I'd like to see some discussion about what could work without thinking, "oh that can't be done".
I wonder what type of 'tools' you're referring to to balance the risk to crafters. What do you think could work without removing the open world style game play?
Thread: warfare
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21st December 2011, 05:51 AM #21
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21st December 2011, 06:21 AM #22Encouragement to territory owners to protect them using taxes.I wonder what type of 'tools' you're referring to to balance the risk to crafters. What do you think could work without removing the open world style game play?
limited npc guards controlled by players
the abililty to steal from crafters without killing them. A crafter could lose stuff but wouldnt have to run all the way back.
etc.
etc.
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21st December 2011, 12:07 PM #23
Just to clear this up, positioning is dependant on tactics and terrain. Positioning is the effect and extension of these factors - you can't influence the terrain (unless you own and build on it, which happens before battle) and tactics rely on it, so the only thing you can really do as a player is position stuff. I didn't mention that because it seemed pretty self explenatory
I think you guys are giving this too much attention. You seem to want a system that favours defenders in such a way that it diminishes numbers. You forget that this would effectively render all even number sieges useless. I'd like to see an idea that doesn't do that.
Also, the idea of NPCs being spammed in a PvP environment is truly appalling.
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21st December 2011, 01:25 PM #24
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21st December 2011, 01:40 PM #25
It has always been a problems even in themepark games where the overwhelming force will win, in war there are no equality. You will either be on the winning side or the loosing, its very seldom the war will end in a stalemate and in a digital world and especially in a sandbox with people fighting on different terms because of timezones and sizes of the guilds. Ninja Sieges will happen and as with everything its a balance issue if NPC Guards are to be allowed or not and if allowed how many and how well equipted should they be?
There could be numerous featueres to help the actual attack before it has happended by cripple the guards through poisioning the wells, assassinations of npc and guild officers and hiding people within the city walls and secretly arming them. It all depends on your cunning and support by the local underworld networks and perhaps even with the Banking association to support your finances.
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21st December 2011, 09:19 PM #26
there is always the problem of the zerg...where you number for safety or dominance, but typically the zerg is not dictated by actual gameplay requirements. Fear drives the zerg.
this is wholly different from game design that 'require' certain odds.
Players will always zerg. Politics can counter it to a degree, force to another, but it is, at least at some point inevitable.
The design element that forces you to zerg to successfully accomplish an element of that game...well thats bad design imo.
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21st December 2011, 09:26 PM #27
Indeed. The way to counter it is to make it increasingly hard to support via increasingly complex logistics. At least then zergs can not simply pop up on a whim, but have to be well organized. And if people manage to pull it off, more power to 'em I say. Eventually they'll be seen as the evil zerg, and will fall, one way or another.
Edit: If they are abusing their power, anyway. And if they aren't, it hardly matters how big they are.Last edited by Thradok; 21st December 2011 at 09:37 PM.
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21st December 2011, 10:40 PM #28
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22nd December 2011, 09:50 AM #29
/me gently pats Martin
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26th December 2011, 05:23 AM #30
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