Reworking Siege mechanics ? ? ? considering server stability

Kashyk

New member
Dec 27, 2020
28
5
3

how about sieges and conquest​

thank you​

ideas -​

The Total War: Distributed Siege System​

The Core Rule: To conquer a territory, an attacking guild must simultaneously control and hold with a set amount of players 4 (?) Key Nodes for a set duration. If any node is lost, the "Victory Timer" pauses or regresses.

1. The Supply Veins​

Placed on different Nodes away - Splitting up the Forces​

Since players need to re-gear and NPCs need to be maintained, logistics matter.
  • The Mechanic: NPC caravans travel from the "Supply Hub" to the "Barracks."
    Every Npc that arrives to the Barracks allows more respawns for the defenders
  • The Impact: If the attackers hold this node, the defenders’ NPC guards stop respawning, and the Priests at the Keep and other Nodes are disabled
    The NPC Caravans could include Mounted Players into the action Defenders / Attackers
    The Gameplay: This node is perfect for smaller, high-mobility groups to skirmish over.

2. The Barracks (The Spawn Node)​

This is the most violent node. It’s where the "main" armies will likely clash because it dictates the flow of players.
  • For Attackers: Capturing this allows them to set their own spawn point and access their Camp Gear*


    *Camps) Siege camps could be stocked with materials that will generate armor / weapons at that will later also be avilable from the barracks​

making the guild invest into the siege the resources for the players to fight with supplying most players around with equipment

3. The Signal Tower (The "Key" Node)​


  • The Mechanic: This node has to be held by X players in order for the Keep to be opened

4. The Keep​

Once all 3(?) nodes are held by the attackers, the Keep’s Inner Sanctum finally unlocks.

  • The Guild Leader must /claplong 5-minutes inside the Keep to claim it.
  • the defenders are now spawning far away (since they lost the Barracks),
  • Mechanics To prevent them all in a single group running to the keep
The keep could be Locked when all 3 Points are held
All 3 Points must be cleared and held with minimum amount of people in order for the Attackers win clock to decrease (It will still go up slowly as long as the guild leader is clapping in the main keep hall
Once they hold 3 points and the keep opens again they can send their elite team to fight in the keep



The idea is to create a Minimum amount of players needed to take a keep
And also to create a system that divides the big siege forces to different nodes

🏰 The "Total War" NPC Guard System (To Stop Attackers from focusing the group and taking zones 1 by 1)​

The logic is based on Front-line Pressure. The guards are programmed to respond to where the "Noise" is.

1. The "Aggro" State: The Zerg Punishment​

If the attackers hit only one node with a massive force:

  • The Logic: The Keep Commander sees only one fire. He sends the entire garrison (100+ Elite Guards) to that single location.
  • The Result: The 100-man "Zerg" is met by 100 players PLUS 100 Elite NPCs. This creates a "Meat Grinder" that is nearly impossible to win, effectively stopping the "Sweep" tactic.


    2. The "Siege" State: The Reward for Splitting​

    If the attackers hit all 3 nodessimultaneously (above a certain damage/player threshold?):
    • The Logic: The Keep Commander panics. He sees fires everywhere and realizes the Keep itself is at risk.
    • The Order: "Fall back to the Inner Walls!"
    • The Result: The guards vacate the peripheral nodes (Supplies, Tower, Barracks) and retreat to the Keep to form a defensive circle. Now, the peripheral nodes are Player vs. Player only, making them much easier to capture.

      ⚙️Main concern How to keep the Guards from "Cleaning Up" small groups While making sure Attackers are split up?​

      If Group A and B win their nodes, but Group C fails, wont the NPCs just run over and wipe out Group A/B?


      We need a way
      To prevent the guards from running around the map like a heat-seeking missile:
      &
      To Prevent the attackers from Clearing zone by zone while the defenders are spread out




      NPC Behavior​

      Attacker ActionGuard BehaviorDifficulty for Attackers
      Zerg 1 NodeSWARM: All 100 Guards rush that node.Extreme (Likely Wipe)
      Split Attack (All 3)RETREAT: Guards pull back to the Keep.Fair (PvP Only)

      If all zones are captured the guard will flee from the keep aswell making sure the keep fight is also PVP only



      Distributed Load: Players must spread out to trigger the "Retreat" mechanic, or they get wiped by NPCs.

      Visual Clarity: Attackers need a mechanic to see that their groups scared the guards into retreating.
Edit - Maybe outside every Capture zone there would be an attacking zone that need to be manned by Minimum amount of players
manning that zone would slowly start a fire that once is fully lit at all 3 zones would send the NPC guards away
also giving the defenders a way to attack the attacking groups giving them the option to drive away attacking force
 
Last edited: