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Description
Background
- With current code, battles take place very close to a town, but not inside:
- Some players then naturally want to "invade" the town during the battle, but SW does not currently support this.
- While the idea of town invasion is potentially feasible in SW (see Suggestion: Add option to require town invasions to win sieges #621), the required algorithm looks difficult to achieve, and has not even been developed yet.
- 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
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enhancementNew feature or requestNew feature or request