Post by robogabe (robogman) on Jul 6, 2013 8:46:47 GMT -5
oh, hey, if i was to post what i think on the crafting, are you gonna make a new post on this? or should i post in the suggestions? i guess for now ill post it in the suggestions... and if you want you could move it....
Post by glassmaster on Aug 24, 2013 17:35:33 GMT -5
A couple suggestions, why not have them only craftable within your kingdom's zone, at least the big ones, and require a construction time. This way, multiple strikes will not be easy, and making use of offensive seige weapons will require preparation.
Additionally, set them so that they cannot be in 'attacking' mode and 'movement' mode at the same time, and some time is required to switch between one mode and the other.
With these two ideas, the defending team can have an already set up 'attacking' siege weapons to counter the 'moving' siege weapons of the enemy. Also, the enemy will have to perform some scouting expeditions, to find a weak point in the defending siege line.
I think this allows for tactical play, like the attacking team may run an on foot force on one side to bait defending siege weapons while setting up a flanking siege line. The biggest point, is that the siege weapons should be cumbersome to set up/move while being somewhat fragile.
Also, in response to not letting them be used for mining, make it so that anti-environment ammo construction is either not cost efficient or time efficient for the amount of blocks dropped/destroyed.
tldr; Large siege weapons should take a while to construct/move into place and easily be countered by defending siege weapons if the attacking team didn't prepare. Also, make ammo too costly to effectively use siege weapons for mining.