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    |  |  Siegecraft |  |  
	
		|  01-23-2020, 11:03 AM | #1 |  
	| Gem Pouch Expert 
				 
				
Lakki is offline
  Join Date: Dec 2012 Location: Arizona or anywhere sandy! Posts: 359 | 
				 Siegecraft 
 " System for actual clan kingdom ownership and warfare including the construction of fortifications and siege weapons."
 That being said, I have some questions and Ideas in regards to Siegecraft.
 
 1. What will the benefit of clan kingdom ownership be ; We currently have runes with the current ter/dom system now.
 
 2. When it comes to construction / fortifications of siege weapons,  in what ways will these be utilized? Will the combat system for siegecraft be completely different from how the game is now...
 , By this I mean, will players be moving around cannons
 and stuff, as opposed to the face-to-face PvP we do now? or will  this system utilize both a new, and the traditional combat system?
 
 3. Can anyone participate in the construction aspect of it, or do we need to have crafting skills to do it? I.E. repair say a broken barricade or wall.
 
 4. What kind of benefits can we expect to see from owning a particular territory; If say clan LoOnY was competing with clan BLOOD to Seize or Annex  the zone "Ridge Mountains"
 
 5. Can territory be built on any zone in the game? ( i guess it'd be kind of hard to build on the troll bridge, wouldn't it?)
 
 6. Will resourcing be involved in any way, shape, or form?  I.E. skills like scouting, or scavenging?
 
 7. Will the Epic or LG beasts have any effect on siegecraft? for example, would I want to think twice about leaving my territory, to go for the beast, when i could potentially make it easier for the enemy clan to get it, by leaving the area uncontested? say leaving back a player or two to guard your territory when the majority goes for beast, i dunno.
 
 Okay, I can't think of any more questions so I'll continue with my thoughts on Siegecraft
 
 The first thing that comes to mind when I think of siegecraft is PvP, secondly, fighting/defending a certain zone, and 3rd obviously the loot or the benefits.
 
 I think that healthy competition for things is great for this game, and what has kept it running for so long. Mind you, the history of the LoOnY/SYNOD war, and various other wars in the past.
 
 At the moment, the game is all about arena, clan battles/wars are a thing of the past. Players show their skills by doing arena, but in the past, clans would actually have ter/dom contests and the leaders of those clans would reward their clannies for killing as many enemies as possible. This no longer happens, as most clans upkeep from arena and just a few CB's, and then its done so its an aged fun feature that is no longer relevant. The PK system got fixed, arena is always getting improved, and now,...
 
 Siegecraft being the successor to clan battles I hope STRONGLY encourages players from the clan to be on and coordinate with one another to meet goals, instead of just " whoever has the highest runepower in this clan wins a gift" so with that being said,...
 
 I have an idea  how Siegecraft could promote clan activity, as well as be implemented in to the game.
 
 Clan leadership goes to a certain territory, places down a flag to occupy the area. scouters find materials (i.e. bricks, planks, etc.) to start the construction  process. (lets say it takes an hour of time) If the clan is able to successfully claim the area without disruption, the area becomes fortified, and the clan starts receiving passive benefits immediately...
 
 If however, during the claiming process the clan is attacked, the area becomes contested. The attacking clan forces combat, if all clan members die ( or surrender) the area is lost. And to add insult to injury, the time invested into trying to acquire the land, was wasted....
 
 If the area is fortified, then the attacking clan should be more cautious in trying to invade/attack the occupied area, because it is fortified there will be cannons, ballista's and traps to be weary of.
 
 Next, If the attackers manage to successfully invade the territory the Last stand defense phase should be in effect, this is the part where the attackers and the defenders fight inside the territory (or castle). If the area is successfully defended, and the defending clan wins, they are free from being able to be invaded for the next 4 hours. If the enemy seizes victory and wins, they immediately gain the bonuses of the territory and are free from being able to be invaded for the next 4 hours as well.
 
 Every 2-4 weeks there is a chance of environmental disasters destroying parts if not all on clan territories, at this point territories become vulnerable and are easier able to be contested. This means clans will have to make careful use of resources, and be sure to be prepare for invasions as soon as possible.
 
 
 I'll add more to this list If i have any more thoughts but the last thing I'd like to add to this as i'm concluding this here, I do hope that there are some unique  territories that have their own unique active/passive bonuses to them. And I hope to hear from any of you guys as well as Glitch in regards to Siegecraft at some point. Strongly looking forward to it, happy 2020 all!
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		|  01-23-2020, 11:44 AM | #2 |  
	| Gem Pouch Expert 
				 
				
Lakki is offline
  Join Date: Dec 2012 Location: Arizona or anywhere sandy! Posts: 359 | 
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		|  01-23-2020, 12:09 PM | #3 |  
	| Boss Hunter 
				 
				
Khettry is offline
  Join Date: Sep 2014 Location: West Coast, USA Posts: 125 | 
 Let's give Territory an actual usage here.
 Holding a zone should be a combination of your clan's territory value (and make that **** degrade, y'know?) and any defensive siege engines (barricades and the like).
 
 On the offensive side, territory plus offensive siege engines (ballistas, catapults, what have you) vs the defenders' defensive siege engines and territory stats.
 
 In either case, the clan has to craft these siege engines from materials found in the zone they want to obtain/defend.
 
				__________________ 
				Everybody lies on the internet.
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		|  01-23-2020, 12:29 PM | #4 |  
	| Boss Hunter 
				 
				
Brookeland is offline
  Join Date: Mar 2009 Location: Scotland Posts: 101 | 
				  
 Ok, here  we  go,  this  is  my initial  thoughts  on siegecraft;-
 to  answer  Lakki's post  by numbers,
 
 1.  Clan benefit could be running tax on all non clan members who farm there(tax  going to  either clan rp, or to a side pot to  help  in the siegecraft war  i.e. upkeep  of walls and or weapons) also a clan could pick the hot zone (with  a  random negative)  so  lets say you could pick  a  gold bonus  or  a  hunting bonus, % would also be random.
 
 2. If we  have to  build walls  from mats  we farm,  we  could use  the  stone you  get  from  non mining  arenas  that you mine in. there  would  have  to  be  a  new  minigame for  metals  for  cannons, or we could buy cannons from stores , (would need to be available in all store imo)
 
 3. This looks like it would take a very long time to enable, so  skills and  minigames  could  be introduced 1st long before  the  update  went live. I  think  and  toon should  be  able to  repair  walls  etc,  but  only toons with  appropriate skills would  be  able to  be  a  clans master  builder.
 
 4. see  1.
 
 5. I  think  the  most contested areas  would  be  Fungi,  redwood,  Gobswamp,  purely  for  the  farming / tax benefits.  I  think  a  max  number of  territories  could  be owned by  a clan, which  would  be  determined by  their Territory.  So  1  territory, depending on  size  and  level  may  take up  400k-500k of clan terr  this  would let  smaller  clans  with  low  terr  get smaller  or low  level  areas.  Also,  if  you loose  that  territory would you loose  the  terr  from your  clan ?
 
 6.  Scouting would  be a  nice addition once  this was  live, if you could get a  camouflage suit  or  an option  to  be  invisable to  the  enemy  with  turrets  that CAN see you on  walls  which  go  side  to  side so  u  can  avoid  them,  skills would  enable how far  and  fast they  move  or  how well  they  can see intruders.
 
 7.  Immunity  from invasion  when  beasts  are out would  be  nice, but  not  essential.  up  to  Glitch  I  guess.
 
 Any  addition to  the  game is a  bonus,  this would bring a lot of  new players  to  the  game also  a lot of  old  players back,  would also enhance  clans  which  is  good.
 Levelling legendary skills  is  worse that  doing  a pilgrim  with  a  melee  toon so  having  something else to  do  while getting bonus  is  a ++  all round.
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		|  01-23-2020, 07:57 PM | #5 |  
	| Seer's BFF 
				 
				
Tsutsu is offline
  Join Date: Jul 2017 Posts: 560 | 
 Personally I think we should wait and see what glitch says about what this is going to be, at least a broad idea about what it will actually be... as is I'm pretty sure the only info about siegecraft is the name. |  
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		|  01-23-2020, 11:01 PM | #6 |  
	| Rat Slayer 
				 
				
Orence is offline
  Join Date: Mar 2019 Posts: 33 | 
				  
 Obviously Glitch's call but my recommendations:
 1. What will the benefit of clan kingdom ownership be ; We currently have runes with the current ter/dom system now.
 
 Answer: A new system referred to as enterprise pension (aka epeen) the more epeen your clan has the better your clan is. The clan with the biggest epeen can talk down on inferior clans and know that they're the best.
 
 2. When it comes to construction / fortifications of siege weapons, in what ways will these be utilized? Will the combat system for siegecraft be completely different from how the game is now...
 , By this I mean, will players be moving around cannons
 and stuff, as opposed to the face-to-face PvP we do now? or will this system utilize both a new, and the traditional combat system?
 
 Answer: Will be entirely based on size of epeen
 
 3. Can anyone participate in the construction aspect of it, or do we need to have crafting skills to do it? I.E. repair say a broken barricade or wall.
 
 Answer: Yes, if your epeen is big enough.
 
 4. What kind of benefits can we expect to see from owning a particular territory; If say clan LoOnY was competing with clan BLOOD to Seize or Annex the zone "Ridge Mountains"
 
 Answer: More epeen obviously. The higher the zone, the bigger the epeen!
 
 5. Can territory be built on any zone in the game? ( i guess it'd be kind of hard to build on the troll bridge, wouldn't it?)
 
 Answer: See number 4
 
 6. Will resourcing be involved in any way, shape, or form? I.E. skills like scouting, or scavenging?
 
 Answer: No easy button
 
 7. Will the Epic or LG beasts have any effect on siegecraft? for example, would I want to think twice about leaving my territory, to go for the beast, when i could potentially make it easier for the enemy clan to get it, by leaving the area uncontested? say leaving back a player or two to guard your territory when the majority goes for beast, i dunno.
 
 Answer: no.
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		|  02-03-2020, 03:20 PM | #7 |  
	| Gem Pouch Expert 
				 
				
Freakymagic is offline
  Join Date: Jun 2013 Posts: 296 | 
 IMO its really hard to give thoughts and ideas on such a large topic without a "guide line" of what it currently will be like.
 I think something similar to the pk revamp would be really good with back and forth of ideas and tweaks, granted i dont know if thats feasible on something likely to be such a large task as siegecraft.
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