The problem I see that any siege system has to address is that these games are trying to simulate virtual lives and empires but people have real-world lives to live. Any system that resolves the outcome too fast means that a player who is willing to drop everything and be on the moment a siege is happening is worth many times a player who works their gaming schedule around their real life.
And this isn't even the classic casual vs. hardcore debate.
Let's say player A plays 5+ hours a day, uses their time efficiently when they are on, and is a top tier combatant. But also set aside some scheduled time for their job, family time, and hanging out with friends IRL.
Player B plays 1-2 hours a day and spends the rest of their day playing steam games, screws around ganking people most of the time they are on, and is an average skill player. But player B doesn't have real-life commitments, their guild leader has their phone number, and they will show up in 15 minutes or less any time of day if they get a call from their guild leader saying "we are under siege".
In most siege systems, player B is more useful to your guild's ability to take and defend territory. Yet I would define player A as a much more hardcore and dedicated player overall.
That's the entire problem with any siege system that is resolved too quickly. To me, the holy grail of siege systems is systems upon systems that make MMOs unfold like a grand strategy game where the only way important points like keeps are lost is due to disparities are found in consistent player efforts over time. Politics play into that, player skills are going to decide many of the battles that play into that. But you need your player As just as much or more than you need your Player Bs.
And this isn't even the classic casual vs. hardcore debate.
Let's say player A plays 5+ hours a day, uses their time efficiently when they are on, and is a top tier combatant. But also set aside some scheduled time for their job, family time, and hanging out with friends IRL.
Player B plays 1-2 hours a day and spends the rest of their day playing steam games, screws around ganking people most of the time they are on, and is an average skill player. But player B doesn't have real-life commitments, their guild leader has their phone number, and they will show up in 15 minutes or less any time of day if they get a call from their guild leader saying "we are under siege".
In most siege systems, player B is more useful to your guild's ability to take and defend territory. Yet I would define player A as a much more hardcore and dedicated player overall.
That's the entire problem with any siege system that is resolved too quickly. To me, the holy grail of siege systems is systems upon systems that make MMOs unfold like a grand strategy game where the only way important points like keeps are lost is due to disparities are found in consistent player efforts over time. Politics play into that, player skills are going to decide many of the battles that play into that. But you need your player As just as much or more than you need your Player Bs.