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Old April 7th, 2006, 09:18 PM
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Default Re: Siege Units

Quote:
Chazar said:
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.

Of course it can be done in Dominions_2, but I thought of the idea about the same time I posted the topic. Someone can do this right now if they wish. I'm not going to start since Dominions_3 is right around the corner... perhaps the developers already added these type of units.

Quote:
Chazar said:
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? ..... However I cannot see how this would carry over to Domininos: the scale is much larger, and intercepting armies doesnt work in Dom2.
I see great fun in watching a bleeding cow fly a long distance across the battlefield and then giving disease to some archers or even cavalry still on hold with the hold&attack setting.
I see great fun imagining what the Jotun giants boulder will do, or the flaming boulder from Abysia, or a boulder from Ermor doing possibly fear... the different types of heavy long range attacks can really be interesting.
Even some siege tower might be able to be made more interesting to match the different types in history. I believe Dominions can have these type of units... the units just need to be setup with game balance in mind.

Quote:
Chazar said:
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. Recovering tax and gem-resources? Hmm, not that urgent, is it?
The point of deciding when or if to break a siege is a tough choice. The player must decide if forces elsewhere can rescue and if the troops inside are strong enough to do worthy damage. I believe gem income is maintained for the owners of the castle. We'll see what's happened in the demo before much can really be commented on castle defense.

Quote:
Chazar said:
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...
Some interesting points... we'll have to see once the demo or the game arrives.
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