Ghoura Agur
Sergeant at Arms
I have searched, bretheren, perhaps not as diligently as I might've, but I have looked, and have failed to find a similar topic.
Whenever the attackers scale the walls, (I'm thinking of the Castle Map with the seige tower and the gaping hole in the keep) they will, with time and luck, slay their opponents, and move forward across the castle, pushing the defenders back.
However, as they move forward, they'll often find themselves getting attacked in the rear. How can this be given that they've just cleared the tower they scaled of all enemies? There was no walkway, no staircase by which the defenders might've arrived and then surprised the attackers. I'm rather certain they didn't lower themselves on bedsheets from the window!
The trouble is even though the defenders are pushed back, their spawn points are not. This makes a seige battle more like a team-deathmatch, with one side occupying an especially fortitous position!
My suggestion would be for spawnpoints be tied to "control points" so that defenders do not pop up in places where they have no reason to be.
I don't believe they should be able to be captured by the attackers. Once dead, the next wave of attackers would have to yet again have to scale the walls.
But if they could be neutralized, the defenders would actually be defending something, their ability to hold the walls. The attackers' efforts aswell, would not seem in vain.
Just an idea.
Whenever the attackers scale the walls, (I'm thinking of the Castle Map with the seige tower and the gaping hole in the keep) they will, with time and luck, slay their opponents, and move forward across the castle, pushing the defenders back.
However, as they move forward, they'll often find themselves getting attacked in the rear. How can this be given that they've just cleared the tower they scaled of all enemies? There was no walkway, no staircase by which the defenders might've arrived and then surprised the attackers. I'm rather certain they didn't lower themselves on bedsheets from the window!
The trouble is even though the defenders are pushed back, their spawn points are not. This makes a seige battle more like a team-deathmatch, with one side occupying an especially fortitous position!
My suggestion would be for spawnpoints be tied to "control points" so that defenders do not pop up in places where they have no reason to be.
I don't believe they should be able to be captured by the attackers. Once dead, the next wave of attackers would have to yet again have to scale the walls.
But if they could be neutralized, the defenders would actually be defending something, their ability to hold the walls. The attackers' efforts aswell, would not seem in vain.
Just an idea.