You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Furthermore, while requiring towns-invasions can work well (Event War has a good design for this), there are a few downsides to the idea generally, for example it inevitably causes battlefields to be more constricted (simply due to the nature of urban warfare), and there is a risk of Obsidian-Cube-towns or the like.
Thus instead of putting effort into supporting town invasions, this ticket suggest that SW should play to its strengths, and actually "Lean in" to open battlefields
It looks like SW can achieve this very effectively with a surprisingly simply adjustment -> By creating multiple banners/flags for a siege, and placing some of them randomly in the wilderness near the town.
Details
Rename "Siege Banners" to "Flags
Starting siege:
When siege starts, all new locations of the flags are generated, on a radius around the Besieged town homeblock.
Any wilderness square.
In the square flag is usually at random location inside it
Flags. Configure:
Number of flags - default 7 : Flag A, Flag B.....etc.
Percentage chance that a flag will be on besieged town border - 20%
Max distance from homeblock: 1,500
Siege Zone
This extends around every flag. No building in claims within 32 blocks
Terrain protection
Because flags are randomly placed, we cannot rely on attacker to put them in nice places
Being anywhere, it may be necessary to remove some automatic terrain protection features
Consequently, it would become even more important to add rollback after sieges / battle sessions, probably
of the whole siegezone.....
Dynmap
Would show all the flags obviously, and the letters could be shown on the first ? line
Capturing flags
Flags can no longer have multiple cappers (too complicated probably)
Instead it is enough for one person to capture one
Terms: "Siege on X: The attackers are at Flag B"
Terms: "Siege on X: The attackers have captured Flag A"
Timed point gains
These may need to increase......because without multiple cappers, even with 5 flags captured, the timed points would be generally much less than before.
Static Points?
Maybe this is a chance to hardcode all the points configs????.......because unlike Money amounts, it could be that there is an optimal cross-server configuration of point gains...... In which case, it would help everyone to hardcode it.......
Server Mod Rules
IMPORTANT: A server must have a rule forbidding empty spaces inside towns or this feature would break.
Terrain Protection
Because most or all of the flags wi
NOTES
The feature should work well with anything which enchances tactics and maneuvres on the open battlefield
e.g. TownyCombat 4.0.0
The text was updated successfully, but these errors were encountered:
Multiple flags will have to work differently in TownyProvinces
Because with TP there are no rules against donut claiming, therefore a purely random flag placement could end up placing a flag in a donut of claims, which would require staff work to sort out, and would cause tension as staff would have to decide where to reposition the flag
Instead with TP a good solution might be to place all the wilderness flags on the province border.
Background
Details
of the whole siegezone.....
The text was updated successfully, but these errors were encountered: