Re: Siege weapons
I can't speak for the devs, but there are several reasons I can come up with. (This topic came up in the mod subforum)
1. it has to do with being a high magic - low tech environment.
2. A further problem arises with operation. Do you have a single machine that operates on it's own? Loading ammo, firing, moving, etc? Like you see in games like Warcraft 2, etc.
Or do you have operators? What happens with the operators? How do you target the machine or operators with spells? What happens when you kill one?
3. Another problem is size. Catapults, Trebuchets, Battering Rams, can all get quite big. In fact, often outside the limit we have. Furthermore, this issue is aggravated with having multiple weapons next to each other. It looks really strange, since Dom tends to use clump formations, instead of traditional spaced out formations you'd see for things like siege weapons.
4. Furthermore, we have the issue of mobility. Most siege weapons larger than a ballista are not mobile. They're constructed for a specific siege only. This is a difficult mechanic to represent.
5. Lastly, we have the issue of abstraction. Outside of battering rams, most siege weapons destroyed the walls of the fortification in question. This can't be done in the Dom system.
So, I'm pretty certain the Devs don't hate Siege weapons, after all, they were around in the COE days, it's just that they tend to come with a lot of baggage and problems.
Fortunately, if you still have a hankering for some siege weapons, they sometimes come up in mod nations, Skaven has something like that, and I'll be using a few in my dwarven Underkings mod nation.
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