Nobody ever said they shouldn't be destroyable we said it should be an option.Keeps need to be destroyable.
Nobody ever said they shouldn't be destroyable we said it should be an option.Keeps need to be destroyable.
So you think SV will implement keeps in MO2 with static walls instead of free placeable ones (which would be TC)?
n i c eNobody ever said they shouldn't be destroyable we said it should be an option.
It's not about taking any choice away it's about adding a new one, to capture things instead of just burning it all down. With the options to burn everything to the ground as we could before. I only see it working with keeps because the keep building could be what you "capture" then giving you the walls and buidlings under it, idk how it'd work with palis besides some specific building in there being the main building or whatever.
TC was a system added in after the walls, with the controls towers and all that shit which was a mess. Of course there will be placeable walls and buildings as before but it's gonna be under a different system. IDK if you ever interacted with the TC system it wasn't just hur dur place wall where i want hur dur, the control towers and taxes and all the shit that made up TC isn't coming back as it was. We don't care about TC this post isn't about TC it's about keeps changing hands, and giving people the option to not flatten a keep if they so choose. Y'all are all running around in circles chasing your owns tails with points as if you think you're making some grand statement. We've got one guy in here just repeating "keeps should be destroyable" over and over when nobody is disagreeing with him, infact we agreed with that exact point many times.
Yeah we tried to discuss the implications of a capture system but your boys kept getting hung up on the word tc.Walls will be free placed within stone radius but not like the old tower system and TC, Henrik has said this. He also alluded to major ways smaller villages will be able to use walls.
Either way the major concept here is to have a capture mechanism so all the assets don't need to be destroyed.
A city stone is so guilds could have more than 1 pallisade/keep depending on guilds size, rather with alt guilds. We all know with this size map all the big guilds are going to do that. The city stone would the same as guild stone radius.
If it’s an option we will still elect to do what’s most practical or what hurts you the most.I think it just might. Having lost a few and won a few myself I would have felt much better when I lost if I had the chance to take it back. My suggested system allows for a natural way for the defences to be weakened for a short period so if you have the means you can counter attack or leave and prepare for a larger assult.
Either way I can see this leading to smaller sieges rather than all-out server wars.
Yeah we tried to discuss the implications of a capture system but your boys kept getting hung up on the word tc.
I’ll recap I don’t think capture will lessen the emotional impact that you’re referring to, but I also don’t object to it.
If it’s an option we will still elect to do what’s most practical or what hurts you the most.
You’ll need a more carebear system to solve the emotional problem
to lay siege to a castle in the same game, LIF had to lay siege to castles for months and it was a cool gameplay when people gathered in hour X knowing that they had two hours to break through the walls and get inside. All guilds of the alliance collected resources and carried them to the besieging or defending side, pulling their resources. sometimes on the way, their caravans hit, thereby cutting off the supply, and it was cool. preparing for the siege took time and required the calculation of the heads and officers of the guilds. bring materials, set up camp, defend its walls, and so on. why not apply a circuit that works? but make small adjustments. as practice shows, the castle is not worth destroying it is worth capturing, this will motivate the losing side to try to capture it back. the guild and buildings should not be interconnected, I mean after the loss the guild should not be dismantled, this mechanic is superfluous.
the purpose of the siege should not only be to break the castle, but also to collect all the contents of the warehouses of the castle, this is a kind of bonus and the finish of the siege.
to lay siege to a castle in the same game, LIF had to lay siege to castles for months and it was a cool gameplay when people gathered in hour X knowing that they had two hours to break through the walls and get inside. All guilds of the alliance collected resources and carried them to the besieging or defending side, pulling their resources. sometimes on the way, their caravans hit, thereby cutting off the supply, and it was cool. preparing for the siege took time and required the calculation of the heads and officers of the guilds. bring materials, set up camp, defend its walls, and so on. why not apply a circuit that works? but make small adjustments. as practice shows, the castle is not worth destroying it is worth capturing, this will motivate the losing side to try to capture it back. the guild and buildings should not be interconnected, I mean after the loss the guild should not be dismantled, this mechanic is superfluous.
the purpose of the siege should not only be to break the castle, but also to collect all the contents of the warehouses of the castle, this is a kind of bonus and the finish of the siege.
It didn't before.I feel like relying on cheese ball AI to protect your stuff when you're offline is probably not going to end well.