I like the idea. Check it out:
The seige is viewable just as a city map is viewable. A "seige view". The attacker's army is cozily placed behind seige works and is not controllable by the attacker. The defender's army is snug behind the walls and is uncontrollable. The player may only choose which walls to bombard and with which seige equipment. This seige equipment would be built in the campaign map, on site. Trebuchets would be placed in this mode, as would balista behind seige works, etc. Seige equipment that is mobile would not have enough range to fire from a protected position, and would thus be excluded from this seige view until the actual assault. Now, the player would only see: one time placement of seige equipment such as trebuchets, and animation of the seige equipment firing, but with only minor superficial effects. It took time to break through a six foot or ten foot deep stone wall! The player could, of course, entirely skip the seige view and simply allow the computer to choose which walls automatically. The player would never see the AI setting up its seige equipment in "seige view" unless the player wanted to view his own city under seige. At the beginning of each turn, a notice would pop up telling the player stats on the damage that occurred to the walls during the seige.
This would incorporate seigeworks into the game, which would be amazing, of course. I'm sure a few simple animations of camp life could even be included for the assaulting army. This "seige view" would fix the inaccuracy of uber-seige equipment. This would prevent a boring prolonged player controlled assault-style portion as well as a boring AI controlled non-assault, where nothing actually occurs but wall damage. (Can you imagine playing for an hour just to watch your walls get worn down, over and over and over? GAH!)
Oh I completely agree. I think the ladders need to be completely reworked anyway.
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