Someone who no-lifed MO1 at the end using TC (Not me, if you're one of these people please speak up to confirm / deny), didn't TC capture already exist lol?
You literally just blew up the house / keep holding the stone, then when the TC fell below a certain % threshold you'd capture it with a TC tower or build a new house and expand the guild stone.
I'm almost certain this already existed.
Also, the problem wasn't people destroying things. The problem was is you have a 'global' game where people play at different times, and even still you'd have people defy their own schedules just to siege to avoid engagements. Because engagements in sieging usually led to super duper unfun things like guard spam, pet spam, fire arrow peaking, and later in the game elementalism spam through the fucking walls.
I believe SV have learned over time now that TC tower placements need to not be stacked onto mountain peaks then walled in. TC towers should have WAAAAAAAAAAAAAAAY more HP, like you need to actually 'siege' the TC tower rather than just fire arrow it / bash it. Even if you do siege it, it should take a while.
TC itself. So walls, buildings, etc. They also need to have higher HP. It sounds counter productive from the first game, but blowing things up wasn't the hard part. The hard part is the aggressors had almost every disadvantage except 'when' (Day / time) they sieged.
The sieging was also tedious, boring, and super unfun. I'm not going to name names but a certain someone who 'supported' a boring sieging system said that "Sieging shouldn't be a fun process, it should be boring and annoying to do." Which it does make sense, to a degree. But this a game after all.
Am I calling for a casualized sieging experience where MO assets turn into pseudo-Rust raids? No. I actually think the aggressors need to be able to have some ability to set up a forward operations base of sorts, a siege camp in which they can operate out of. Don't have the same retarded system of moving boulders from point A to point B and off loading them on characters, or in the later iterations of the game; building a NEW HOUSE on the spot and filling it with chests and planting boulders in it (Players literally would construct 'boulder houses' on siege sights to make this less painstaking.) be the only method of sieging.
Siege camps need to be what pumps out the boulders, the siege engines, etc. It would follow a timer and after X time another boulder would spawn from an NPC working; or siege engines could be ordered to be constructed and it would take Y time. How do you destroy the siege camp? The enemy group, on the defense if they are aware of it, need to sally out in force to destroy the camp. There should either be structures they must bash / fire arrow, and perhaps some static NPC's they need to kill that work in the camp.
Another idea that I think needs to come into play, siege engines need to NOT lose HP on use. Siege engines should have to be destroyed by the opposing force from 100% to 0% to be removed. I would also allow engineers who have the 'Deconstruct' ability, to 'Deconstruct' siege equipment at a much faster rate then players manually destroying it.
Siege camps should utilize resources around themselves. The siege camp NPC's should be comprised of the following...
1. A siege engineer. The siege engineer can be 'told' to begin instructing laborers (The laborers don't need to literally exist, as to bypass having multiple npc's about causing FPS / performance drops) to build things. He can build trebuchets, manganons, battering rams, balistas. All siege engine would need to be movable or 'drug' like they were initially. Though I think the 'pulling' aspect of siege equipment in MO1 was very buggy. I think if dragging was to exist still - this needs to be done differently.
2. A foreman / labor overseer. The foreman / labor overseer can be instructed to tell his laborers to gather the local materials. This fuels the siege / forward camp which provides the needed materials for boulders, siege equipment, etc. He is a simple on / off switch.
3. A captain. The captain, could potentially, provide defenses given you have enough resources pooled to 'upgrade' the siege camp / forward camp. What this does is 1. Increases the HP of the NPC's within the camp that need to be killed. 2. Increases the HP of the actual 'siege camp' / 'forward camp' assets. 3. Prolongs the 'lifespan' of the siege camp / forward camp. The camp should have an internal timer of how long it will last, it shouldn't stay indefinitely. I suggest it initially has a 4 hour life span, with two tiers that go from 4 hours to 8 hours, then 8 hours to 12 hours. Would I suspect a siege to realistically last this long in game? Maybe? It gives aggressors the chance to actually utilize their camp to a more fuller extent. I'm sure there are plenty of you who have sieged only to have it ruined by something dumb. This present a way to re-group and re-strategize, so long as the enemy hasn't sallied out to destroy your camp.
For the camp to be destroyed. You'd need to destroy four things. The siege engineers 'station', the foremans station, and the captains station, and finally a 'pylon' in the middle. (This pylon would be the object you place from the deed. It would serve as the center of the camp.) To kill the NPC's, all you'd need to do is destroy their stations. Once a station is destroyed within the camp, it can not be rebuilt.
When the camp is placed, it should take initial materials to build; then it and it's stations / npc's will spawn in at full HP.
The NPC's within the camp should cost the guild prominence, or what ever the new 'prominence' system will be. It should not cost any form of gold IMO as the gold used in the deed should be justified.
You would still have to wait on the 'camp' to provide the needed materials as they wont get resources instantly. Nor' will they build things instantly, and upgrading the defenses wont be instant.
The engineer should cost flat prom costs to build siege equipment, given the resources are present.
The captain should follow suit, costing flat from to upgrade the camp.
The foreman / overseer should drain prom in his duration of being on.
Players should be able to provide their OWN resources to the siege engineer, for a FASTER / INSTANT build process. Saving them prominence / time.
This should also work for the captain, if the group provides the needed resources to upgrade the camp; they can instead pay with raw materials rather then prominence.
The laborers will always cost prominence, since they would 'gather' nearby resources. (Potentially could have different gather speeds, slow, average, fast, etc. that cost more prominence.)
I also think the original MO1 system should be in place. If people wish to buy deeds, place them, build them on the spots they wish and drag them - run boulders from their own keeps and hold the boulders somewhere - this should also exist. Provide a more streamlined experience that is needed, but keep the old one for people who think they could save money / time doing it themselves. That way, if you wish to siege smaller targets you're not having to spend more in sieging it then the actual things you're destroying.
This, to me, would be a good siege system.
TL;DR
- TC towers having more HP / defense, but less ability to be placed 'anywhere' or to be wall-stacked in.
- TC in general having more HP.
- Siege engines potentially having more HP, but not losing HP on usage.
- Siege camps / forward camps to remove the stupid 'boulder running' and or 'boulder house' building methods of sieging, tedious and boring. Boulder running will still exist but in the lesser extent that people can operate out of camps.
- Siege Camp / Forward Camp 'deeds' should be pricy. At least half the cost of a keep deed, if not more in my opinion. This creates risk for the aggressors.
- Camps provide 3 NPC's with destroyable stations that provide siege equipment, resources, and higher defenses / hp / longevity on the camp itself.
- NPC's actions / items cost prominence, but some NPC's can accept raw materials to expedite the process or remove prominence costs entirely.
- Keep the original system, obviously made better - but pair it with this streamlined system (Or something better).