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Town Siege - Mechanisms

Posted: Sat Nov 17, 2012 7:34 pm
by Ares
Continuing this discussion: http://knoechel.dk/pangaea/viewtopic.php?f=31&t=10351

Things of interest:
  • - How long a delay between sieges should there be (if any)? Should this be global, per. town or per religion? Difference in delay when winning a town and failing to take a town?
    - Summoned guards
    - Interdiction stones*
    - Anything else?

Re: Town Siege - Mechanisms

Posted: Sat Nov 17, 2012 9:39 pm
by Glarundis
2 days like it is (right?) between successful sieges, for ALL religions (to prevent mass pvp everyday)
however, if you fail a siege, your enemy can siege right away, but you can't.

summoned guards - that sucks for as long as the scripts or whatever needs to be done aren't updated so that it's tied to town stone and when the town changes owner, the new owners can summon guards there. so it would be best to just get rid of summoned guards in sieges altogether.

intervention stones - let allies and stuff recall and gate

edit: my bad, interdiction stones :P ares that's what you meant right? jyrgen always warns me when shit like this comes up! :D

Re: Town Siege - Mechanisms

Posted: Sat Nov 17, 2012 9:58 pm
by Ares
Glarundis wrote: edit: my bad, interdiction stones :P ares that's what you meant right? jyrgen always warns me when shit like this comes up! :D
Yeah, you're right. Typo

Re: Town Siege - Mechanisms

Posted: Sat Nov 17, 2012 9:59 pm
by Darian Darkmind
If the defender succesfully manages to end the siege, the town should be re-siegeable only once the guards have respawned... however long that takes.

Something must be done to the guard summoning ASAP.

Re: Town Siege - Mechanisms

Posted: Sat Nov 17, 2012 10:08 pm
by Johnny Walac
If successful siege: 48 Hour Global Siege Delay
If failed siege: 12 Hour Town/Global Siege Delay

Re: Town Siege - Mechanisms

Posted: Sat Nov 17, 2012 11:10 pm
by yuusou
Johnny Walac wrote:If successful siege: 48 Hour Global Siege Delay
If failed siege: 12 Hour Town/Global Siege Delay
+1

Re: Town Siege - Mechanisms

Posted: Sat Nov 17, 2012 11:44 pm
by Jyrgen
Johnny Walac wrote:If successful siege: 48 Hour Global Siege Delay
If failed siege: 12 Hour Town/Global Siege Delay
I'd go for longer time for successful, and 1 day for failed.

Re: Town Siege - Mechanisms

Posted: Sun Nov 18, 2012 1:05 am
by Cruxis Bane
Issue with a timer delay on fails is people will troll and just siege a quick town to stop others from sieging any more towns with it being a global thing.

Interdiction stones should allow allied religions and guilds if possible to move around freely within the town.

Summoned guards if possible tie them to siege stone so whoever owns the stone can spawn them within 100 tiles or something?

Re: Town Siege - Mechanisms

Posted: Sun Nov 18, 2012 1:11 am
by Glarundis
Cruxis Bane wrote:Issue with a timer delay on fails is people will troll and just siege a quick town to stop others from sieging any more towns with it being a global thing.
exactly

that's why i think failed sieges shouldn't give a delay for those who break the siege. those who break the siege should be able to siege right after
otherwise one religion could just clear guards, siege and not even care about it..they would use it to make sure their enemy wouldn't be able to siege in x hours/days because of that

it could also work like johnny said, but if that'd be the case, then those who failed the siege could still siege after that and go on a failed sieging spree. right? we don't want that.

if you win siege, global cooldown for everybody and every town.
if you fail siege, cooldown for the religion that failed the siege, on every town

Re: Town Siege - Mechanisms

Posted: Sun Nov 18, 2012 1:23 am
by Johnny Walac
Cruxis Bane wrote:Issue with a timer delay on fails is people will troll and just siege a quick town to stop others from sieging any more towns with it being a global thing.
A good point. Then...

If successful siege: 48 Hour Global Siege Delay

If failed siege: 12 Hour Town Siege Delay*

*Why still a delay on the town stone and not the religion?

For example:

Imperial fails to siege Skara. So Tekstone cast siege instead. And if Tekstone is successful with the siege, Tekstone let Imperial siege Skara after 48 hours. And we need nobody to protect it because only Tekstone can break it. Thus the town transfer is safe.