Scale Walls, window frames, door frames, strength off of castle level
As title states, something I think Would help with game balance is this kind of scaling coupled with shrunken castle plots and some sort of verticality in castle building would in the end actually cut down alot of the honey combing meta we see every where in castle design. As for the scaling above it would not include the doors themselves deliberately, facilitating the use of choke points etc. As for the scaling itself I would have it linear, level two castles have wall strength twice as powerful as level 1 castles, Level three castles three times the strength of level 1 castles etc.
Comments: 5
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21 Nov, '22
MICHAEL DELEONARDCompleting the idea, a bit more; to round out building for the castle and to make sure that the choke points possible to build with this idea are completely made of hay, you will have to multiple levels or tiers of doors. The tiers of doors would not scale with the castle walls but rather be a separate construction and corresponded to corresponding castle levels 1-3 but not the fourth level to keep choke points effective. As for what the doors would be as follows; Lv 1 , the normal door we know, LV 2 An Armored or heavy door and Lv 3 would be a portcullis. Unlike the previous doors, the portcullis wouldn't swing in or out but lift up when opens and wouldn't cast enough of a shadow to block sunlight.
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18 Jan
DanyloIn order not to break the logic of the game and to be clear for the players and not difficult to implement for the developers, I propose to make (mana energy) the power of the blood source of the heart of the castle associated with some buildings.
For example, Armored doors, the number of which depends on the level of the castle’s heart and is crafted using materials and electricity from Gloomrot. So there will be no point in honeycombs and a large number of doors, because they will break with 1 hit from the golem. You can make explosives that damage every type of door. T1 - only polygardens. T2 - polygardens and stone walls. T3 - Armored, heart-powered structures. An analogue of Emmy, with whom we open the gate to Adam.
And this change equalizes all the locations of the castles from the point of view of raid protection, both small and large territories.
I want beautiful castles, not honeycombs of walls! -
18 Jan
DanyloChange raid time. Add the ability to raid at any day and time, and also protect players from offline raids while there is blood in the heart of the castle. Add a raid protection setting for n* amount of time so that you can calmly move away to farm the boss or attack someone yourself.
How I see it:
I came after school/work or other things to play on a convenient server based on ping and the number of people and settings. I only have the opportunity to play in the morning. As soon as I logged into the game, the raid time turns on for me and it displays how much blood time is left in the castle (maximum 3 days) and that the raid protection has been removed.
I can plan my actions and follow the story by activating raid protection, which opens from the third level of the heart and to the stone walls, say for a maximum of 2 hours. After two hours there is a recharge of 6 hours (approximate time) This time is also visible to enemies. -
18 Jan
DanyloScaling the HP of walls based on the nearest door, which has this total HP (if you break a wall, the door will break with one hit) Make Wooden and lattice doors with a small amount of HP (break with 5 hits with an iron hammer or one hit with a golem or one explosive), and limit strong doors. Make protection on the 1st door that the golem cannot break until they are neutralized with an Amy bomb, or you can strengthen the golem to T2. When summoning a golem near a friendly castle, the owner is notified differently than elsewhere.
As long as at least one person from the clan is online, the raid is enabled. You can create an event on the map that will trigger a raid time for everyone online for 30 minutes (for example, killing Adam until he appears again). When the first door is broken, the rest can be broken with bombs.
Defense and counteraction: -
18 Jan
DanyloLevel 1 palisades - simple bombs;
lvl 2 stone walls - reinforced bombs;
lvl 3 stone walls and x 1 particularly strong door, temporary protection from raids - golem, reinforced bombs;
lvl 4 energy-protected doors x1, especially strong door x2 - Amy bomb, golem, Killing Adam removes protection from the raid.
5 lvl energetically protected doors x1 especially strong door x3, vampire horse - Amy bomb, Killing Adam removes protection from the raid.
Raid protection turns on with a delay of 5 minutes. When you leave the game, after 30 minutes, raid protection turns on automatically.
Even from the heart of the castle, it would be possible to automate the operation of buildings to facilitate micromanagement. I would be very happy with shared inventory for production.
And not being able to compete alone in this game is frustrating. Every raid with a golem doesn't even give you a chance. And with bombs for stone walls, you can go one against two.