Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Sieges  (Read 790 times)

Ganondwarf

  • Bay Watcher
    • View Profile
Sieges
« on: April 20, 2011, 01:27:16 pm »

Okay, so I'm pretty new to DF, but I've read A LOT of the wiki page, and it seems to me that goblin (or elven/human/whatever) sieges are unbalanced.
Specifically, individual soldiers are very (sometimes VERY) strong, even with inferior armor, weapons, and numbers, making them difficult to overcome in dwarf-to-goblin combat. On the other hand, siegers bring nothing but what they carry, making it easy to set up trapped hallways, ballista batteries, Final Solutionstm, etc, and win without even forming a squad.

I think individual enemy soldiers need to be weakened, but they need to be given better technology. Specifically: ladders to overcome moats, walls, etc, and portable siege engines (after all, historically, ballistas were more for attacking besieged castles than defending them). Another really cool idea would be portable siege towers, basically archery towers on wheels.

Hopefully weaker soldiers would balance out better tech so sieges wouldn't be TOO hard, but they would be more realistic, require more creativity, and a more balanced defense.

Comments? Ideas?
« Last Edit: April 20, 2011, 01:29:31 pm by Ganondwarf »
Logged

Mckee

  • Bay Watcher
    • View Profile
Re: Sieges
« Reply #1 on: April 20, 2011, 01:33:35 pm »

All the additional aspects of siege warfare have been suggested many times. Many are planned for the future.

Please use the search function and read the devpages before starting new topics.
Logged
'What good is a lesson if your idiot is too dead to learn from it?'

rampaging-poet

  • Bay Watcher
    • View Profile
Re: Sieges
« Reply #2 on: April 20, 2011, 01:39:35 pm »

Hello, and welcome to the forums!  While your suggestions are interesting, they're actually part of future plans for the game already.  The development page lists the following future goals:

Quote from: The Development Page
Improved sieges

    Eliminate remaining edge-of-map exploits
    More highly trained attacking soldiers when approprate
    Many trap exploits are handled above by requiring more to produce a trap, things like cage traps should make more sense vs. large creatures etc. (respect strength/ability vs. material, large cages might be separate object)
    Coming up with a plan to overcome pathing obstacles to reach fortress innards
        Ability to dig (optionally, default on)
        Ability to build bridges/ramps
        Ability to use grappling hooks/ladders/climb
    Learning from mistakes if first attempted assault plan fails badly
        For instance, if many siegers are killed, caged, etc. in a given hallway, they shouldn't generally go that way again, even if that means building/climbing/digging
    Siege engine improvements depend on state of boats, lifts/moving fortress sections, since these should all use the same framework

In general, it's a good idea to check that page and do a forum search before posting a suggestion.  Many commonly suggested things are already planned or previously discussed on the forums.

Fake Edit: Ninja'd!
Logged
Lame excuse? 'Having a drink instead' is the dwarfiest reason to not get something done, short of accidentally flooding your home with magma. Or intentionally flooding your home with magma.

Ganondwarf

  • Bay Watcher
    • View Profile
Re: Sieges
« Reply #3 on: April 20, 2011, 03:52:20 pm »

Oops. Sorry!