Siege Warfare

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Tibbie
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Siege Warfare

Post by Tibbie »

To what extent is this game going to focus on faction vs. faction warfare. I mean, is it unreasonable to expect that there would be some kind of siege warfares similar in style to the battles in LOTR. I am not familar with the map yet, but it seems that players can sneak their way to the capital city of other factions. Would it be interesting if there exists more difficult geographical boundary or faction-owned forts that would require sieging to make their way through? Besides the factional city, it would be cool to have some netural grounds (like forts or mountains) that players can totally dominate, and such domination will gain for them some strategic advantages.

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Gil-Este
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Post by Gil-Este »

maybe another way of organizing this would be to have the forts be the guildhalls, each of the faction-specific guilds holds some kind of a strategic fort defending the main city from attack. if a guild was in charge of the defenses it would make the manning of the fort less haphazard.
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Billiard
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Post by Billiard »

How about siege engine building/defending as a skill too!

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Genin Far
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Post by Genin Far »

I had a similar idea (the neutral forts or whatever) my char wants his own tower and if he doesn't get it there could be trouble... lol

but seriously, since the incorporation of player built structures would cause the server to be rebuilt every time one of them gets built or destroyed it might be a bit prohibitive, but the rewards are well worth it.

We could design our own crypts er.. um.. houses, and with a simple DM review system they could be incorporated into the game relatively easily since there would only be like one or two localized transitions (Devs could create and publish criteria) and very little or no scripting outside the default.

Ahh what the heck I'll keep rambling, this thread could be fun.

And with a relatively little bit of coding...

In a city (or nearby) there could be a structure vendor, or possibly like previously mentioned a craft system where you make your own Prefabbed Hovel or Keep depending on level and Gold. Then you have an item that could be used to "Mark" your building area (in the woods or whatnot).

A structure management "NPC" could come with it (inside the building and speaks only to the building owner (possibly allowing you to add administrators (hell while I'm at it imagi-coding)) allowing in game modifications without the Devs having to recompile.

There could be a purchase system for premade objects such as attack dogs or a nice Pit Fiend guarding the pantry. All buildings of the same type would have zones and the spawns would be set to start at any of them)

Also a custom system could be implemented if the players are willing to design and build their own homes (in the NWN toolset) with the Devs/DMs able to review it (since all the scripts used show up transparently there'd be no real way to hide malicious XP levelling portals and such, making it available (upon approval) for direct integration with the NS4 world.

In this way we could really make the NS world our own.
Any Thoughts?

cyberman
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Post by cyberman »

Genin Far wrote:(snip)
Any Thoughts?
Sounds good to me. Nearly the same as in Shadowbane. Vendors sold "deeds" to buildings that when used by the player would create a building where the player clicked (there were visual aids on screen to help with placing though). After the building was built, the player then had to buy a deed to whatever type of vendor he wanted to place in the building. In SB, there were different vendor types for every class of weapon alone. I think in NS4, that could be consolidated quite bit, though. Not enough players to support dozens of vender types.

One interesting aspect was the fact that vendors of different races could sell items with different magic mods on them. Of course, in SB the items were genereated by forumla on the server, rather than being a static table of possible items. (Guess I chuck that idea out the window)

You could also buy misc. placeables to put in buildings, ie chairs, tables, paintings for wall decoration, etc. but none of it had any functionality, it was just looks.


Having the mod rebuilt after every building placement/removal....gah, thats gonna be some hack to get around that, assuming its possible to get around it at all.


Hrm, thats it for now.

powerferret
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Post by powerferret »

I can't help but notice the hundreds of already standing houses in the oldtown, redwood, and greystone district, all of which are locked and all of which require a specific key......and even a castle in the greystone. Does this mean that the Devs are planning on implementing the selling of these proporties as private houses? Of course i'd expect the greystone area to be the most expensive followed by redwood, then old town, and the castle as the most expensive of all. I also noticed there are some doors kindof in the walls, that look like they might go under the city, are those just ornamental or are there plans for them?
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Myad
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Post by Myad »

back onto the siege equipment topic, There IS a script for a catapult in the NWN vault, where invididual players can build, callibrate, and fire catapults.

I'd be more than happy to share the file with anyone.
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