[suggestion] Sieges and Siege Maps - plus a proposal.

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Also make it so defenders cannot bash down the castles doors!  I see defenders doing this all the time and it allows free access to attackers to strategic areas of the castle.  Please fix.
 
just +1 ,in my point of view siege is the most interested mod in m&b and I think the best mod for team battles. :grin: I think dev can developp a lot of thing on like burned arrows/siege machinery/"belier" (I don't know how do you call it in english).

:idea:Just want to say all the siege map are different so it is necessary to adapt the round time for each maps. A big map need more than 5 minutes.
 
Skot the Sanguine 说:
Beaver 说:
That's a good idea as long as the defenders can take it back. Also, if they attackers have taken that spawn, the defenders shouldn't be able to spawn there anymore (on castle 3, it's terribly annoying when you've checked a room and then when you turn to leave someone spawns behind you and kills you).

Quoting for emphasis....Beaver raises the key points.  That is why I believe in castles with inner and outer walls :smile:

Hear, hear, let's have a concentric castle for Castle 4!
 
If it was concentric it would need capturable spawn points.  But yes I would love to see a castle with curtain wall.

As a second idea a town siege would be epic.  What I mean is you take the main town wall, fight through the streets, and assault the keep.  It would be like native but self-contained in one map.  I imagine a town on a hill so the attackers are constantly climbing stairs to advance.
 
Beaver 说:
That's a good idea as long as the defenders can take it back. Also, if they attackers have taken that spawn, the defenders shouldn't be able to spawn there anymore (on castle 3, it's terribly annoying when you've checked a room and then when you turn to leave someone spawns behind you and kills you).

What if you would only be able to spawn at the control point behind the one that you just captured.

Like if the attackers first take control over the control point Ladder Room - They can still only spawn outside the castle.
If they have taken the next point which is, lets say, The Gate House - Then they can spawn in the Ladder Room.

To prevent people to spawning at them when the other team is capturing.
 
Lucke189 说:
Beaver 说:
That's a good idea as long as the defenders can take it back. Also, if they attackers have taken that spawn, the defenders shouldn't be able to spawn there anymore (on castle 3, it's terribly annoying when you've checked a room and then when you turn to leave someone spawns behind you and kills you).

What if you would only be able to spawn at the control point behind the one that you just captured.

Like if the attackers first take control over the control point Ladder Room - They can still only spawn outside the castle.
If they have taken the next point which is, lets say, The Gate House - Then they can spawn in the Ladder Room.

To prevent people to spawning at them when the other team is capturing.
That makes sense. However it should be that the defenders have an easier time of capturing the inner points because of their slower spawn rate.
 
What if you would only be able to spawn at the control point behind the one that you just captured.

Like if the attackers first take control over the control point Ladder Room - They can still only spawn outside the castle.
If they have taken the next point which is, lets say, The Gate House - Then they can spawn in the Ladder Room.

To prevent people to spawning at them when the other team is capturing.

Good idea. But don't forget about current siege balance (attacker spawn time + walk to fight-place(walls) = defender spawn time + walk time). It is present in all current castles (except castle 2 with broken sally door). And linear capture points aren't good - imo to unlock attacker closer spawn-point (and block defender closer spawn) all defence points in certain range should be captured. Spawn-points (both, attackers and defenders) should be usable only if no enemy nearby (30 m walking path or 50m shooting range)
Example:
mnb007.jpg
 
Maybe not the right topic, but probably it would be fun to have more siege engines on bigger siege maps.

I am thinking about one or two ballistas with huge range, which give the attackers the opportunity to pick and kill enemy marksmen which see no sense in moving around. Might also be especially handy if the defenders decide to go with 90% ranged fighters.
 
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