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Thread: Siege Attacks

  1. #1
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    Siege Attacks

    Siege attack is part of medieval history, and surely it should have its space in this wonderful game, here comes a proposal:

    When you realise a siege attack agains a province, your troops donīt have time to return, and it will only come back if you request it or our troops be defeated on a battle (on these case your troops will take some time to arrive home).

    A province under siege will have the following penalties:
    - The unique type of attack they can made is to attack the siege troops
    - canīt receive or send any aid
    - canīt send troops to fight the dragon
    - canīt perform thievery opps
    - 50% production of food

    Fight the siege troops can have the following mechanic:
    Siege troops defend themselves like on ambush attacks

    How it can affect the game?
    Well, it is a very new type of attack that can change lots of things, but probably, like on real world sieges, it will only be possible for much bigger provinces to use it against small ones. So it will be a possibility to the KDs put under siege those chained provinces at the cost in diminush the defense of their great provinces, it will be a very fun decision to be made by the strategists on command.

  2. #2
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    Jun 2011
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    Great Idea!

  3. #3
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    Indeed...
    That way would stop that nosense of a hundred hits just exchanging lands on the boton of the KDs

  4. #4
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    You also need to put a min off to siege.
    A outerworld vagabond Elf traveling this world.
    From the world of Thardferr, herald of the Eldar Elven Kingdoms
    Elven Roles sense Age 63: Sage, Mystic, Rogue, Tactician, Cleric, Merchant, Heretic, War Hero, Warrior, Paladin, Undead, Artisan, Raider

  5. #5
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    This is a cool concept and could have a positive effect on the meta. Obviously it would need to be tested extensively on Genesis, including with bigger kingdoms and more realistic chaining/overpop conditions. Some considerations:

    - the sieging province would probably need to face additional costs, such as potentially an attrition rate per tick to reflect camp diseases and desertions etc. The sieging army should also automatically every tick consume some amount of food per troop to account for the fact that the army has to be supplied.

    - the effects should probably get worse the longer the siege lasts. Start with something like:
    -- reduced food production
    -- can't send aid and loss of x% aid received (besieged cities can sometimes receive SOME relief),
    -- reduced TPA or % auto-fail increasing with rTPA sent (thieves can sneak out but it is harder)
    -- can't send troops to fight dragon (perhaps also some protection from dragon effects)

    - then scaling effects like birth rate reduced by x% every 6 ticks, BE penalty, etc.

    - also perhaps some benefits?
    -- most obvious is the province under siege can't be attacked elsewise or gains a DME bonus or gains are vastly reduced (there's another army camping there already!)
    -- maybe also a WPA and/or science bonus, on the theory that the population is focusing its energies inwards because of the blockade

    - only attack types are "Break Siege" which requires a successful attack (normal ME) and ends the siege, and "Assault" or something that gives you a OME and enemy casualties bonus (basically sally forth while attacking from the walls to reduce enemy strength)

    - kingdom mates can send new attack type "Siege Relief" that attacks the sieging army; some % of the besieged army offensive strength is added to the relieving force's strength

    - time horizons? set "siege for x days" on launch? siege automatically lifts after x days? siege is not implemented until end of attack time--i.e., if your trad is 12 hours, the siege isn't in place until the army arrives in 12 hours?

    - GS or forts increase sieging army attrition rate?

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