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Re: Siege Units
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Re: Siege Units
NT_Jedi, when did you join Club Stupid? I don't know what it is with you, but you seem to be completely incapable of grasping the fact that you have no goddamn point at all. You want to add an extra layer of complication that does absolutely NOTHING simply for the sake of adding it. The existing mechanics cover siege engines quite well, so why complicate the system?
The only suggestion you made that has any merit is the addition of long range missile units, but those would be anti-unit missile units in combat and would be treated as normal albeit mindless units. If they had a siege bonus, fine, then they'd also serve the function of siege engines, but I fail to understand why you need to inject all the extra crap into this discussion. Edi |
Re: Siege Units
Keep discussion civil please. I'd rather not have to close this thread.
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Re: Siege Units
From your earlier posts, I was under the impression that you wanted siege engines that help during the siege, but do nothing or next to nothing on the battlefield; they could be desroyed on the battlefield, and would have to be protected, but would be otherwise nearly useless.
First, battering rams and siege towers wouldn't add anything Siege engineer, the commander, doesn't already model. They have to be protected, they shouldn't be in melee, if they are present during the siege, the walls go down. You agreed to this earlier: Quote:
Second, adding a whole new caste of ranged units that are much more powerful than any existing unit is a bit too complicated to my tastes. Quote:
If they were as weak as stone-hurling devices which take a few shots to adjust to hit a castle should be, they'd only fire a stone every five turns or so, so their second shot would already endanger your own melee units. They would have to be set to guard commander, if they were units, or be guarded, if they were commanders. It'd be much easier to destroy siege equipment that it is currently. Also, it wouldn't be realistic for the armies to build siege engines against a fight with barbarians, or to reassemble their siege engines from the parts included in the Siege Engineer's cost as resources when fighting those barbarians. Of course your opinion is as valid as that of anyone else, but I fail to see why it is so important that the siege engines can be realistically destroyed. The siege in Dominions is already very abstract - no one dies, except from starvation/disease, until one party decides to attack. In my opinion, whether the defender tries to destroy siege engineer or his siege engines makes no difference - except that, realistically, siege engineer can build new siege engines, but siege engines might be unusable without the siege engineer. With every turn equaling a month, there'd be lots and lots of siege engines in just a couple of turns. |
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Also within the current setup only the engineers can be killed compared with my suggestion which would make both the engineers and the siege engines targets as seen within historical battles. Quote:
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-- EDIT = to remove earth gem example and replace with a better example. |
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The reason there are no siege engines like siege towers and battering rams on the field during the battle replay is that the breaching has already been done and what you see is more or less an abstract of what happened in the battle (instead of the actual storming of the walls). If you absolutely had to have the kind of missile siege engines you're talking about, it could be programmed much like fort defenses are. Each nation gets a number of siege engines based on their fort type or production scale or whatever factor you want to use for determining it (or just use the nation, as is already done with the fort), and they act like a fort defense but on the attacker's side. Of course, to compensate, you'd have to double or triple fort defenses to even things out a bit. If you want to insist on these siege engines, then the least you could do is come up with some suggestions that are actually implementable without substantially increasing micro, bogging down play and requiring rejiggering all national troop compositions and other elements. If you really want minor fluff like this, then bring an actually sensible proposition to the table. Edi |
Re: Siege Units
To sum this up, it seems that you think that it is too easy to break down castle walls, and would rather give defender easy ways to destroy the siege engines that would do most of the wall-breaking job. I don't think such a chance is needed.
The siege engines would also have a role in the battlefield, by targeting enemy rear (hopefully just archers, because fire at mages/commanders was removed for a reason). There could also be different effects for different nations, even though this would probably be an even lesser consern as siege engines won't be used much on the battlefield any way. I don't think we need ranged units that spesifically target enemy archers, and national differences can be emphasized in other ways as well. If siege engines were implemented, I don't see why these changes couldn't be added, as well. I quess it comes down to whether a change is needed. Matter of taste. |
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Also since the main use for these new unit types will be for storming fortifications I don't see them being a great influence on current gameplay. Quote:
If time permits I might make this into a Mod and then collect feedback. Thanks for the chat! http://forum.shrapnelgames.com/images/smilies/smile.gif |
Re: Siege Units
So why not mod a unit that has 1 strat move, 0 battlefield move, no meele attack, a huge siege bonus and a powerful ranged attack with just one ammo, is vulnerable to fire, a mindless construct, immune to poison, a little resistant to cold, has decent hitpoints but no armor? You can have all this in Dom2 if I am not mistaken. http://forum.shrapnelgames.com/image...s/confused.gif
I do not worry about history too much, but I worry about fun. So where is the fun of gameplay in this siege engine proposal? It was fun in the WarlordsII & III to move siege engines around that provided a nice bonus to your overall army, but which was crap when it stood on the frontline. Since they were slow, one would move a siege engine by its own ahead to the next target, so your enemy could sent fast units to intercept it. That was fun. However I cannot see how this would carry over to Domininos: the scale is much larger, and intercepting armies doesnt work in Dom2. (Hopefully there is a command in Dom3, which gives fast units a chance to defend one or two neighboring provinces to allow some limited interception.) However, I do see a problem with sieges in Dom2, too: Where is the point for besieged troops to try and break the siege? If they wait they have their towers firing as a helper. The only reason might be starvation, but this is hardly an issue thanks to lab-teleportation of wineskins into sieged castles. http://forum.shrapnelgames.com/images/smilies/frown.gif Recovering tax and gem-resources? Hmm, not that urgent, is it? So maybe every break siege attempt may recover some castle defense points and thus prolong the siege, thus modelling that the sortie of the defenders interrupted the enemies siege. Should be based on the summedup strength of the troops that try to break the siege and the number of battle turns that they manage to survive, so that continually breaking sieges with a single scout won't have any effect at all. But then again it should be good enough to set off the loss of the troops for the next few siege rounds, too. Hmm... |
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