View Full Version : Special sige ammo?
HexHammer
04-05-2004, 23:36
Originally posted by Haegemon
Greek fire was only used in sea battles. Unfortunately in KoH sea battles have minor importance.
Not quite, it was "mostly" used on the sea, but also at landbased warfare.
I must agree that MOSTLY is the word, not ONLY in sea battles.
btw the problem with Siege towers is a bit scaring me. I think it already WAS in unit showcase but sudently disappeared :( Or I was wrong and it was only in some article. It has to be in, IMO. What will the siege be without siege tower?
Originally posted by HexHammer
Not quite, it was "mostly" used on the sea, but also at landbased warfare.
I'm not sure, but could Greek fire be large pots filled with oil or some other flameable substance ?
Btw, did you notice Frank's reply - this i believe answer you question whether it's possible to make an army of siege equipment - you can't have just attack with lots siege engines !
HexHammer
05-05-2004, 07:07
Originally posted by Henrik
I'm not sure, but could Greek fire be large pots filled with oil or some other flameable substance ?
Btw, did you notice Frank's reply - this i believe answer you question whether it's possible to make an army of siege equipment - you can't have just attack with lots siege engines !
Originally posted by Frank Fay
yes they did....they no more "compete" about spaces
and army has now 9 slots plus 4 for siege weaponry...
Indeed it eases my worried mind a great deal, but the question is, how will it work if I send 3 other knights with only siege (ofcause the 4 sige slots filled each).
I remember only StarCraft dealing effectivly with critically massed units.
Originally posted by HexHammer
Indeed it eases my worried mind a great deal, but the question is, how will it work if I send 3 other knights with only siege (ofcause the 4 sige slots filled each).
I remember only StarCraft dealing effectivly with critically massed units.
I don't think that you can deal with this issue effectively without putting too many limitations on the player and if this is done, then the fun factor will suffer.
but, if you have any suggestions on how to control this without ruin the freedom in the game, then i'm sure that we all like to hear what you have in mind :)
the question is only how to choose different amoo in battles? remember the fire arrow question? tehy shoot automatic on builidngs but to shhot them on people the knight must have a skill for it. so the use of different sige ammo could be a knight skill.
any other odeas how to use the different sige ammo?
Originally posted by Bora
the question is only how to choose different amoo in battles? remember the fire arrow question? tehy shoot automatic on builidngs but to shhot them on people the knight must have a skill for it. so the use of different sige ammo could be a knight skill.
any other odeas how to use the different sige ammo?
That a nice idea to have knights have a special siege-skill - though i think the devs already have thought of that one....
btw, i also begin to see a danger in all these special skills, coz unless i have missed something, an "ordinary" knight only has 3 and if there are too many special skills and you only have "room" for three then i will be very har to choose which knights will suit you best - but then again the game will just get more challenging :go:
HexHammer
05-05-2004, 19:14
Ok quick thoughts on preventing overpower of massed sige:
1) catapults and trebs start with a supply of 10 boulders.
2) catapults and trebs has a radius of collecting boulders, from the surrounding field.
If too many siege machines cover the same area, the collection will go slower, and the defenders get time to rebuild better.
3) fireing at a random wallsection, takes only 1 trial shot, and 2nd shot will hit. doing maybe 25% damage to wall. All succesive shots will hit.
If you want consentrate fire on a specific wallsection, it takes 3 trial shot, useing up precious ammo.
4) sige fireing at wall from too wide angle, will have less efficientcy, due to sloping wall, making the boulder bounce.
The special ammo features, granted by knight skills as Bora suggested.
1) Greek Fire would damage troops slightly, and reduce buildup efficeintcy.
2) carcass, would reduce morale, and slow buildup efficientcy further.
Originally posted by Bubino
what is greek fire????
kind of ancient napalm
Originally posted by HexHammer
Ok quick thoughts on preventing overpower of massed sige:
1) catapults and trebs start with a supply of 10 boulders.
2) catapults and trebs has a radius of collecting boulders, from the surrounding field.
If too many siege machines cover the same area, the collection will go slower, and the defenders get time to rebuild better.
3) fireing at a random wallsection, takes only 1 trial shot, and 2nd shot will hit. doing maybe 25% damage to wall. All succesive shots will hit.
If you want consentrate fire on a specific wallsection, it takes 3 trial shot, useing up precious ammo.
4) sige fireing at wall from too wide angle, will have less efficientcy, due to sloping wall, making the boulder bounce.
The special ammo features, granted by knight skills as Bora suggested.
1) Greek Fire would damage troops slightly, and reduce buildup efficeintcy.
2) carcass, would reduce morale, and slow buildup efficientcy further.
I really like your ideas - i seems like you has been giving it some thoughts :go:
However, if we take suggestion number one: only 10 boulders...hmmmm, this is exactly the reason IMO to why you would gather a lot of siege/assault engines to secure a quick victory - but i like the idea that catapults should only have a limit amount of ammo.
to number two.....scratch:.................! though i think it would be to much micromanagement an invading should try so sieze a quarry to secure additional supplies of boulders for the siege engines, coz the gathering business reminds me of command & conquer - ot got pretty boring after a while !
if we talk about boukders,... as i know it is working as the archers. theyh ave the boulders when the attack starts and can run out of it. aftert eh battle it get refueld automatic for the nex battle.
I personally would like to start seeing some screenshots depicting how the siege engines work in koh, and the damage they do to walls, towers, castles..
How will siege damage take place?? --->ie: making holes in castle wall(advanced damage), OR the power bar of the castle goes down a little and some minor particle effects fall off the castle.
Originally posted by Bora
if we talk about boukders,... as i know it is working as the archers. theyh ave the boulders when the attack starts and can run out of it. aftert eh battle it get refueld automatic for the nex battle.
you're saying something there Bora - i think that both HexHammer and myself got a little carried away back there.
It is ofcaurse it's like you say i.e. the catapults get re-supplied after the battle....
HexHammer
06-05-2004, 07:13
That resupply thing just sound odd to me, it must be a long period of resupply, else I would just disengage battle, get supplied, then engage again, once I got my stock up.
Originally posted by HexHammer
That resupply thing just sound odd to me, it must be a long period of resupply, else I would just disengage battle, get supplied, then engage again, once I got my stock up.
I'm sure that would be possible, but please remember that while you re-supply, the enemy also have a chance of reparing and there is always the risk that they get help from allies - if you pull out of a battle then you sorta buys the enemy some extra time - i think that this is also a thing that one has to bear in mind.
HexHammer
06-05-2004, 17:00
Yes, so does my allies ;)
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