Siege maps needs to be made anti cavalry.

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Hey. Let me quickly go over our future plans for siege, which mirror some suggestion you had in here.

Gamemode Design:
We are planning to increase cost of cavalry classes in siege (also tdm), so hopefully we will see less of them overall. Also we are trying new ways to counter G rushes with reducing the amount of morale you lose, when G but no/few other flags have been captured.

Level Design:
For the next siege maps we will try a couple of things. Like having flags "off the ground", meaning on top off walls/towers etc. Making them impossible or really hard to reach without dismounting.
Also we have a siege scene concept in the works, where the defending team spawns really close to G early on (after 1-2 captured flags), but doesnt loose out on the connection to other parts of the map. Lets see how it goes. Excited to see everyone play on them at one point!
 
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Hey. Let me quickly go over our future plans for siege, which mirror some suggestion you had in here.

Gamemode Design:
We are planning to increase cost of cavalry classes in siege (also tdm), so hopefulyl we will see less of them overall. Also we are trying new ways to counter G rushes with reducing the amount of morale you lose, when G but no/few other flags have been captured.

Level Design:
For the next siege maps we will try a couple of things. Like having flags "off the ground", meaning on top off walls/towers etc. Making them impossible or really hard to reach without dismounting.
Also we have a siege scene concept in the works, where the defending team spawns really close to G early on (after 1-2 captured flags), but doesnt loose out on the connection to other parts of the map. Lets see how it goes. Excited to see everyone play on them at one point!

This is the kind of communication that we'd like more of. My suggestion would be to make sure that "off the ground" flags don't translate into bottlenecks (i.e a tower that can only be accessed by a single staircase). Those tend to make for boring gameplay; having multiple breach points is, at least in principle, a good thing.
 
Hey. Let me quickly go over our future plans for siege, which mirror some suggestion you had in here.

Gamemode Design:
We are planning to increase cost of cavalry classes in siege (also tdm), so hopefully we will see less of them overall. Also we are trying new ways to counter G rushes with reducing the amount of morale you lose, when G but no/few other flags have been captured.

Level Design:
For the next siege maps we will try a couple of things. Like having flags "off the ground", meaning on top off walls/towers etc. Making them impossible or really hard to reach without dismounting.
Also we have a siege scene concept in the works, where the defending team spawns really close to G early on (after 1-2 captured flags), but doesnt loose out on the connection to other parts of the map. Lets see how it goes. Excited to see everyone play on them at one point!

These new maps surely look interesting. Is there plans to rework the current siege maps in order to make them less cavalry friendly ? Especially the G point of the battanian castle, that is the worst offender of them all when it comes to abusive cavalry in a siege mode.
 
Hey. Let me quickly go over our future plans for siege, which mirror some suggestion you had in here.

Gamemode Design:
We are planning to increase cost of cavalry classes in siege (also tdm), so hopefully we will see less of them overall. Also we are trying new ways to counter G rushes with reducing the amount of morale you lose, when G but no/few other flags have been captured.

Level Design:
For the next siege maps we will try a couple of things. Like having flags "off the ground", meaning on top off walls/towers etc. Making them impossible or really hard to reach without dismounting.
Also we have a siege scene concept in the works, where the defending team spawns really close to G early on (after 1-2 captured flags), but doesnt loose out on the connection to other parts of the map. Lets see how it goes. Excited to see everyone play on them at one point!
Can't you just lock G until every other flag has been taken?
 
This is the kind of communication that we'd like more of. My suggestion would be to make sure that "off the ground" flags don't translate into bottlenecks (i.e a tower that can only be accessed by a single staircase). Those tend to make for boring gameplay; having multiple breach points is, at least in principle, a good thing.
They will mostly be on the walls, hence have many ways to get up to. But sure when they are at the top of biggers towers there is gonna be a certain bottleneck. I can't really speak for all of the maps as they are still WIP.

These new maps surely look interesting. Is there plans to rework the current siege maps in order to make them less cavalry friendly ? Especially the G point of the battanian castle, that is the worst offender of them all when it comes to abusive cavalry in a siege mode.
Best to post it in the thread for Castle of fen Altai. For Baravenos I am also looking into making G less grindy, but after the last spawn rework the map is in an ok spot regarding that I think, so I don't know when Ill find the time.

Can't you just lock G until every other flag has been taken?
We thought of that. Or to make it similar to how the "Call to Arms" events do it (where it gets active after 4 flags or so have been taken and cav is banned overall).
It does feel kind of weird though when the Main Flag and therefore most important area of the castle is undefended for most parts of the game. I think it's good for defenders to be worrying about that area. But yeah we obviously see the problems with G rushes so we are trying to tackle them in the ways I described above.
 
They will mostly be on the walls, hence have many ways to get up to. But sure when they are at the top of biggers towers there is gonna be a certain bottleneck. I can't really speak for all of the maps as they are still WIP.


Best to post it in the thread for Castle of fen Altai. For Baravenos I am also looking into making G less grindy, but after the last spawn rework the map is in an ok spot regarding that I think, so I don't know when Ill find the time.


We thought of that. Or to make it similar to how the "Call to Arms" events do it (where it gets active after 4 flags or so have been taken and cav is banned overall).
It does feel kind of weird though when the Main Flag and therefore most important area of the castle is undefended for most parts of the game. I think it's good for defenders to be worrying about that area. But yeah we obviously see the problems with G rushes so we are trying to tackle them in the ways I described above.
Thanks for the responses, siege mode is the one thing i would never forgive Taleworlds for ruining. It was my favorite mode in Warband native and i hope it will stay my favorite mode in Bannerlord too.
 
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