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, it’s a gameplay field we force players to take.
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...just attack a single wall or corner, this means only one Catapult and defensive wall stands to fire back.
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Won’t 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.
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Don't make walls disapear, make them become a bunch of rumble that the enemie slowly has to cross over or jump over
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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.
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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.
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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.