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Old 04-09-2008, 09:37 PM
Konstantin Fomenko's Avatar
Konstantin Fomenko Konstantin Fomenko is offline
Reverie World Studios - Producer & Design Director
 
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Ultimately you`ll be the judge of how well DoF sieges turn out, but I hear you - this was exactly how our designers felt when approaching DoF siege combat. We all played these games for countless months, and siege experience always left a bad feeling, even in games like Stronghold.

Let me address some of your questions (luckily I directly worked with DoF sieges, and this is a topic I am well familiar with)

Our approach to sieges and walls in general: walls are not just a small obstacle in way of one army reaching another, its a gameplay field we force players to take.

Quote:
...just attack a single wall or corner, this means only one Catapult and defensive wall stands to fire back.
Wont work. Yes, it would take few Trebuchets around a minute and a half to bring down a wall. But the large bunch of rubble a damaged wall is not something your units can get other, and besides - wall mounted Trebuchet would fire back and easily take down all of your 'few' Trebuchets in less than a minute.

Quote:
Don't make walls disapear, make them become a bunch of rumble that the enemie slowly has to cross over or jump over
Exactly the case.. It`s quite easy for catapults to damage the wall, making it impassible by units. You can even take down the tower. But - to get inside your units would have to climb over and open the gate from inside.

Quote:
Well everyone just masses about 10 catapults, fires at the wall it disapears infantry come outta nowhere without taking any damage at all run in win.
In Dawn of Fantasy - you have to scale the walls. You have to build very cheap siege towers and ladders, which can be constructed right by the wall by your simple army units - BUT - you have to climb them and fight enemy units on the walls.
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