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invasion mechanics

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11 years ago
Mar 23, 2014, 1:49:24 AM
so i have been wondering about how region invasions and city invasions would work. classic endless legend invasions mostly rely on sieging systems and constantly bombarding them while disharmony revolves around sieges and using billions of troops to take over systems. however, a region of a planet and a whole solar system are wildly different things. so how could a city attack go? i think sieges would be a large part of it as that is how most invasions in the middle ages were carried out. however sieges take a long time for the other side to starve into submition so i imagine there are ways to speed this up. these may be units such as siege engines or artillery that can deal heavy damage to walled cities. also there might be units such as sappers or maybe outright spies that can sabotage the cities defenses. also maybe if you have enough troops you can try for a full scale attack on the city like with invasion troops in endless space, though this method woukd likely be extrwmely costly. on the other hand, how would a city defend itself? i would think that a city under siege would have a garrison, but what units would be best at defending a city? archers to shoot arrows against the likely entrenched enemy? perhaps melee units to hold the city gates and small chokepoints to keep the enemy back? or even artillery that can shoot missiles far off into the enemy's ranks? also, what preparations could a city make before a siege or attack? maybe a city could have stockpiles of food to keep its people from starving, maybe layers of walls with archer towers to slow the enemy and to have a place for troops to retreat to once the outer walls have been breached, or perhaps even an emergency escape tunnel to evacuate the population to one of your other cities. finally i would like to know about lifting a siege, most medieval cities were designed so that they could hold out as long as possible until a friendly army could come and lift the siege. so, if the the enemy breached the walls could they use those as a defense bonus against your troops? i also assume the enemy would also have entrenched their position with earthworks and perhaps timbers so could those be used as a defense bonus against the army coming to lift the siege too? on the other hand, if the invading army turns their attention to the friendly army coming to lift the siege, maybe the surviving troops inside the city walls can choose that moment to strike the sieging army from behind. so this is just some of my questions about how this crucial game mechanic may work, i would love for people to discuss this and perhaps post ideas too.
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11 years ago
Apr 25, 2014, 11:58:54 PM
Indeed having a technology tree that has siege attack (catapults, cut off suplies), defense (siege food storage, stronger walls, break blockade) and sabotage city (poison water supplies, sabotage walls or gates, start civil unrest) would be good and would make the game deeper.
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11 years ago
Apr 26, 2014, 1:34:15 AM
someone replied?Oo but I'm all for some interesting improvements for city defense! right now all city defense is, is people fighting off invaders with few if any bonuses for being on the defense. They could definitely have improvements like walls that you would have to breach before being able to take the city, and ranged units in cities should have a much better advantage than now. Those are just some ideas but i'm sure if more people talked about this we could make a lot of amazing improvements.
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11 years ago
Apr 26, 2014, 1:58:37 AM
Hopefully Amplitude will improve on this. Right now all I've seen is some walls spring up that seem like picket fences compared to the size of the actual troops.
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11 years ago
Apr 26, 2014, 2:02:15 AM
To be fair T41, the troop size is greatly exaggerated, if the game showed the actual size in relation to the hexes it would just be a bunch of black dots.
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11 years ago
Apr 26, 2014, 2:06:31 AM
I know the troops are exaggerated, I just think walls should be big, like they might give my poor Marines some protection against giant snakevines or lumbering harmonites.
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11 years ago
Apr 26, 2014, 2:08:21 AM
They are hastily erected barricades and i'm not sure all that much consideration would be put into building walls by people who are fearing for their life and need to get said walls up as soon as possible.
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11 years ago
Apr 26, 2014, 2:12:33 AM
lol Good point . Maybe there will be an improvement in the future that allows for better walls to be constructed (this may already be there, I haven't gotten that far into it yet) and allows protection to all behind it or trenches like you said in the OP
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11 years ago
Apr 26, 2014, 2:20:15 AM
when I posted that we knew nothing about the mechanics of the game, I'm not sure how most of those ideas could work in the game right now.
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11 years ago
Apr 26, 2014, 12:37:42 PM
T41 wrote:
lol Good point . Maybe there will be an improvement in the future that allows for better walls to be constructed (this may already be there, I haven't gotten that far into it yet) and allows protection to all behind it or trenches like you said in the OP
Some good ideas with the walls would be ninja-like units that can sabotage walls, siege engines that can deal more damage against walls but are either useless or weaker against infantry. Sabotage units could also poison water supplies during a siege damaging the enemy army and population or sabotaging the walls. As for defense you could have walls that can be mounted with archers giving them both a bonus for defense and a bonus for altitude but they will need upkeep cost and will take time to construct better walls.
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11 years ago
May 12, 2014, 12:09:40 AM
perhaps in the future they could add walls to the first tier of researching and then work from there with more tiers leading to upgraded versions of the walls, i personally think a wall system that worked like burroughs would make walls more expensive and a better investment.
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11 years ago
May 12, 2014, 12:22:43 AM
Adventurer_Blitz wrote:
perhaps in the future they could add walls to the first tier of researching and then work from there with more tiers leading to upgraded versions of the walls, i personally think a wall system that worked like burroughs would make walls more expensive and a better investment.




Read here... /#/endless-legend/forum/6-game-design/thread/3570-g2g-endless-legend-s-list-of-community-feedback



You'll get a better idea of what the Dev team are proposing and the kind of feedback they are listening to.
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11 years ago
May 16, 2014, 1:24:26 AM
Alright here are some siege mechanics discussed in this thread talked about in the roadmap type list.



Green light: Siege option has no advantage over a direct attack We need to improve the siege mechanic

Cities need some sort of natural defense Comes with the siege mechanic



Yellow light: Walls, battlements and siege units or even just siege abilities



Red light: Add catapults, trebuchets or even cannons



While they are giving thought to walls we do not know what form they are in, though with EL's interesting combat system, i think they should build more like districts than bland civ walls being like any other building. Unfortunately there seems to be little support for siege engines, which, I believe, takes a whole possible amazing aspect of the game out. Hopefully in a DLC though, Disharmony did add a lot of nice features to ES's combat system so maybe a themed expansion like that.
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