#Future Siege Feature Suggestions

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tired gust
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---Sieges should involve spawning an Encampment near your Village, that periodically upgrades, spawns patrols and siege parties, more Bandit Camps and launches artillery against your buildings. Finally, launching an all-out assault upon you before vanishing.

-First, like Reclaimation Parties, an assembled host will leave the Brigand-HQ factoring in your Tier and weapons research, villager count, building count, Player count, and largely player Combat Attributes/Equipment, spawn between 12-42 elite Brigands with a General that marches till they reach outside your regions border. From there, they'll instantly spawn a large Encampment housing a minimum 24 Bandits, maximum 64 - of various quality relative again to your assets.

If you don't stop the initial Siege Host, the Encampment it spawns is procedurally massive, with dozens of tents, palisades, livestock, etc. Here are the phases and events that occur:

---1. A Supply-Line party is generated twice daily from Brigand-HQ, morning and evening, upon Siege Camp spawn, spawning several ox-carts and 2-3 dozen Brigands that march to their Siege-Camp. When it arrives at the camps Banner, it vanishes, in five minutes upgrading the camp one level up of several and replenishing a large percentage of the camps capacity. Defeating these entirely or killing the cart animals will send the Brigands back to HQ once they de-aggro, stopping the Supply event.

---2. Siege Camps after receiving two Supply events will upgrade in a five minute timer:

Lvl-2: Spikes around the camp with several hunting towers behind them, stationed with 2-3 archers in each. The camp troop base minimum increases by 20%. Brigand Patrols (3-5) will leave the Siege camp every night, purposely going around the borders of the Player's region.

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Lvl-3: Champion Brigands are unique enemies focusing upon specific Players closest to them, or seeking them out in their siege parties radius. Their tents are within the center of the Camp, surrounding the General's, with a camp capacity of initially 2-4. Their Combat Attributes are the highest in the game and often feint, riposte, and unnaturally chase Player's whoms Health is low and close to death. Several Lvl-2 Bandit Camps will spawn outside the sieged region.

Lvl-4: Three Ballistas will spawn outside the Siege Camp in a loose line fashion inside the sieged region, close enough to launch artillery to target Village buildings periodically. Their damage isn't amazing, but they can be turned upon human targets easily. Every Ballista has a small party guarding it, and when destroyed by weapon or torch, will only respawn if a Supply Event occurs in fifteen minutes. The camp troop base minimum increases by 20%.

Lvl-5: The last level, four Catapults will spawn close inside the sieged region near the Siege camp doing great damage against Village buildings. When 15% of the Village's buildings are destroyed, or the next morning after upgrading, they'll cease firing and a large Siege Army of the whole camp separate from other events will launch their final assault upon your Village. Whether it is successful or not, they'll attempt to torch 10% of your buildings in the battle that can be put out afterwards unless the fire runs out its health bar. Destroyed buildings can be scavenged for a percentage of its building materials and local storage.

If successful, they'll steal 50-75% of your Village's contents, and take hostage randomly 10% of your Injured Villagers that'll end up caged at Mid-lvl Bandit Camps, where they can be rescued always, or bought for ransom by talking to an Elder at any Town that acts as the middle-man. The higher your stolen Villager's Attributes are, the higher the ransom. Paule at game start can cost 1,000.