The biggest problem with city defense is that it's impossible. When I designed the first modern siege defense in Antioch, it was this giant web of siege weapons and strategically placed small guard clots. It was interesting and a lot of fun to tinker with, and watching it splatter lone raiders was awesome. The problem with it was that after people stopped being afraid of it, they realized that all they had to do was swarm it down with bodies, and they did. And now the defense metagame is 1-2 big siegelines and all the rest of your guards in one giant clot to make them harder to bash, with the rest of the city left as one big No Man's Land. Any attempt to cover a wider area just spreads your defenses so thin that they're susceptible to the zerg. And that sucks.
To build a successful modern defense, you build a siegeline pointing out of the gates and then you put every other guard you have in one massive clot to discourage zerging it down. The first step is actually optional; siege lines are pretty terrible nowadays. This means that the shop district of Stavenn might as well be the market stalls of Caanae, because they have the same amount of guard coverage. The successful Security Minister will intentionally neglect the security of their city because their security resources are more valuable than the other things they are trying to protect.
When you get down to it, there's just no good reason to have guards anymore. In addition to the fact that they cost more than anything you could possibly want to protect with them, there's the fact that they're completely freaking worthless at guarding anything. If you divide them up into enough groups to actually get coverage, you'll lose them because they'll be too easy to kill. If you clump them up enough to keep them safe, you're not actually guarding anything other than that one room. Separator walking has obsoleted the siegeline. Guards have to be on standguard permanent to be worth anything, and this means that they provide no meaningful protection unless you're 100% attentive since it's trivial to beckon off of a standguard permanent clot. AM can even find somebody AFK and mind control puppetwalk them to the guard clot and force them to order guards out one by one.
I've been thinking about this for several days now and I have come to the conclusion that having guards out in Stavenn actually gains me nothing. I have nothing to protect that's worth risking the millions of gold invested in our guards. And that's why I am enacting a scorched earth raid defense plan. I've locked my guards up in a secure indoor room with one exit, which I just put a brand new lock on. I've dismantled all my siege. We didn't have any freaking hazewards in the first place. My raid defense plan is now "You can't kill citizens without a cause and there's nothing you can do that will actually hurt us, so have fun walking around the city. Look at our shops, maybe do some shopping while you're here. I'm going to go bash now."
Basically, it comes down to the fact that the only winning move in city defense is not playing at all.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
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Suggestions:
Can we just nuke the idea of city raiding entirely now? Nobody likes it, Okay, yeah, AM had a lot of fun throwing rocks at the hornet nest recently as part of their "master plan to provoke a conflict with Demonic" but once that conflict arrived we got nothing out of Sarrius but ragey mistells to clans about how we're doing that exact same thing they did to Kinsarmar and how it's not fun now that the shoe ain't on their foot anymore.
I would much much much rather have old-style archers and telepaths back in the cities. People could use their houses. People could use their guildhalls. People could sit in stockrooms. Cities could open their inns and museums and other such places up. We wouldn't have to build everything in straight lines anymore.
And the only thing we'd have to give up for it is, what? Grieftastic raiding? The ability to jump people in their city because cities are impossible to defend properly? That's a trade that's well worth making. If you want to see city/city conflicts, put objectives in the townes. You'll get your fights, and it won't make the game suck for every citizen who doesn't want to get involved in the "AM is bored and feeling griefy today" wars.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
I'm 100% with Khizan here. Cities (not townes) need to be telepaths and archers. 'Archers' should do straight damage. You should be able to upgrade your archers to adjust damage type and hitting indoors. If you want your stupid (bad) gold sink, put it here. Telepaths should be the awesome roleplay hooplah that is going to dissuade people from camping. You can also rp the crap out of this by changing the messages. Basically, what you need to do is make telepaths be a slowly increasing damage pressure which ends not in high damage, but an insta kill (like radiance). The only classes that can avoid these, prolong timers, and reduce damage? You got it, infiltrators. I would even add security commands to allow security ministers to prioritize targets to increase guard pressure on that target.
Tl/dr: Cities should be super safe strongholds that are occasionally breached by capable infiltrators. Guard wars should be in townes.
I hate to admit it, but Ahkan probably has the right of it - but only if you take Khizan's posts for what they are. Guard are more valuable than the thing they are defending. What can you do to people in the city? Give them your business? Wave hello? Yell some intimidating things (or OOC things..) and kill people who fall for it or are actively engaged in the conflict? K, whatever.
I don't want to give up the possibility of a fight inside a city. Ahkan's definition of a 'raid' is what I'm least likely to support being nixed. If archers and telepaths are the way to go, so be it. I would say that an infiltrator should be held some reasonable expectation, in this regard. What would their resistance to defense be? Would they be capable of 'shaking off' guards?
Masked gets weird since it's such an easy defense to activate. I'd honestly break mask resistance when combat was initiated on them and give it like a 6-10s cooldown before it starts ignoring guards again.
I guess you'd have to play infiltrator mode like Dishonored, but without the blinking. (or in my case, falling off **** in front of guards )
Edit: It's really weird you yelled at Shou. Of all the people online in Antioch last night, he's the only one that really did any sort of coherent city defense.
Shou was by far the most useful person in Antioch yesterday. He chased us out multiple times and managed to not get his entire stack of guards killed in the process. He is the single, solitary reason that you still have guards left at all today. If Shou had decided to go out with friends yesterday, all three of your guard clots would have needed replacing instead of just some cannons.
An since guards would exist on a smaller scale, we could actually revamp some of their mechanics to be you know...useful.
Masking up should entail them putting on a full disguise, it should be a channeled action that requires them to be alone in the room, and it should take exactly as long as phase does.
I would do something sort of like this:
The goal here is to let Assassins fight in the city, but make it so that they fight at a disadvantage and also so that they can't fight in the city for long. Get in, get out.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
I would suggest reworking Hostage to be usable while masked and take less time, but still require the victim to be alone. A successful Hostage would unmask the Predator and no longer allow the rifle or execute abilities, but would give the Predator a defence that stops guards from attacking them and gives any player (except the victim) that attacks them a 50% chance to hit the victim instead. The defence would be stripped if the victim escaped the room, and the Predator would re-mask upon kill.
For the two Spatium classes, give them a parallel ability called 'abduct' which would only be used from phase and not break phase like other hostile actions. Abduct would take the same amount of time as the reworked Hostage and have the same caveats. Success would pull the victim into phase with the Renegade, and escaping the room would free the victim from phase.
(Alternatively, Abduct could just be a Hostage clone that unphases upon success and re-phases upon kill. That's not as cool though.)
I believe you have missed the entire point of the thread. This isn't "we need to make it easier for assassins to assassinate, so let's add a 1v1 lock-in".
This is "Guards are garbage and raiding is ****, so we should go back to telepaths/archers while adding mechanics to make assassinations possible."
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Especially with the amount of time and effort that @Aleutia, I, and other members of the Tzolkin put into making our guildhall awesome, it's a shame that our novices aren't able to do more there. It's a shame that our full guild members can't hang out there and roleplay, or do the quest that we spent forever on.
We essentially have a kickass treefort that it isn't security-smart to use, as all it would take is one person to turn it into a kickass raid location. Back a while, we used to do rituals and things like that all the time, because it wasn't something that you had to worry about as much.
Organizational roleplay suffers and is severely limited by this issue. People are less likely to purchase houses and shops that fuel the in-game city/council economy, because they can't use them. People don't use their guildhalls, because if they get portalled/shardwhatevered to at the council tutor, the enemy gets guard-crushed and they don't get punished.
Short answer: I miss roleplay. Plz fix
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EDIT: Screw it, I'd not mess up a good thread with divergence on the lockin. Suffice it to say that Ellen's ideas would work with archers/telepaths, but that I think the assassin should always be at a disadvantage when fighting his target and that he should always be feeling the defenses at least to some extent.
I have some ideas for shards and townes, but I need to run to the post office before it closes, so more on that later.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
You shouldn't be forced into a fight you can't win. Example: Kinsarmar v Antioch. You should be able to lose an objective and still be able to enjoy the game. Example: Let bottom tower fall, keep farming and play for mid-game. None of this is allowed in grief-bot-raid-system.
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
Crazy witch slayer, the bad war cleric and midget healer...and let us not forget, TANKENSTEIN KITTENPILE.
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”