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Thread: Possible siege improvement?

  1. #1
    Member Member roman's Avatar
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    Oct 2007
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    Boston, MA USA
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    Default Possible siege improvement?

    Defenders have FOW "on" inside the city, until attacker breaches the gate/take the walls.
    Having attacking sides spy in the city with open gate will cancel FOW.
    FOW would work similar to triggering "hide in forest/long grass" status for all defending units.

    I think this will improve over all realism of the game.

    All of this is just an idea i had, not sure if it can be implemented or was already attempted.
    " If he is so smart, how come he is dead?" - Homer Simpson

  2. #2
    VOXIFEX MAXIMVS Member Shigawire's Avatar
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    Oct 2003
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    Norway, Br?nn?ysund
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    Default Re: Possible siege improvement?

    Sure, there are many ideas we've already come up with (I have come up with a few siege ideas) but not many that could be implemented in a mod.

    I think a mode of "supression" would add a great deal to a siege battle. The whole reason for the invention of the bellybow (earliest European catapult) was to provide Supressive Fire against a wall. This was also the reason they used slingers to attack walls. It could work sort of like Brothers In Arms, where the supression eventually leads to a break in the enemy morale, making some surrender. But it would have to work differently in a TW game. Each unit having different morale, and not necessarily breaking morale just because of supression. Break in morale should still happen only when engaged and sustained massive casualties (relative to the unit's morale). Suppressing the wall would give benefits to sappers and engineers moving in to undermine the wall, or for laddermen moving forward to the wall. The siege battles where taking the wall was the main stratagem (instead of ramming, deceit or undermining), in such cases it was down to sheer firepower and will on each side - and armor protection of course.
    Last edited by Shigawire; 07-20-2008 at 16:34.


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