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ACE_JackalBark

Behold the Battlement - Official Discussion Thread

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These upgrades look great . After seeing what some players can build in their EKs right now, this should really increase the creative capacity of EK construction. Also you can bolster your cash shop with more merchandise to sell.

However...

We can take the Central Keep in about 7 minutes, 5 minute wait for the timer, about a minute and a half to destroy the rank 1 wall, and around 30 seconds to kill the tree. So these wall upgrades will need to be tuned to where it's worth the investment to build, or the "juice won't be worth the squeeze" in the campaign world.

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7 hours ago, blazzen said:

As this pertains to building in the campaign worlds - will we eventually see Rank 1 - 4 PoI's to match the different battlement ranks? 

Will this building rank system continue into houses, fort lodges, keeps, etc. as well or will this mainly apply to walls/gatehouses? 

I would add the Tree of Life and Bane Trees to this list.

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3 hours ago, Frykka said:

In English these are called hoardings...  the wooden structures atop walls with murder holes, etc and places to drop rocks or burning pitch or oil on those enemies trapped up against the walls.

Battlements are the stone structures that block incoming fire but are generally open top and include parapets with gaps for shooting bolts or arrows.

History is important guys...  words are important, otherwise we all end up muddling the meanings.

 

Setting the hoardings on fire vs keeping them intact was important early step in a medieval siege.   The real use of fire arrows... burn the hoardings and try to burn the food/grain storage.  Which does bring up "Fire based destruction of these parts" as part of our gameplay in sieges.   Water buckets for the defense- fire arrows for the offense.

Woah, woah, woah ... calm down there buddy.  History, reality and words maybe important, but this is Crowfall.  Why start worrying about those things now?


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8 hours ago, corvax said:

These upgrades look great . After seeing what some players can build in their EKs right now, this should really increase the creative capacity of EK construction. Also you can bolster your cash shop with more merchandise to sell.

However...

We can take the Central Keep in about 7 minutes, 5 minute wait for the timer, about a minute and a half to destroy the rank 1 wall, and around 30 seconds to kill the tree. So these wall upgrades will need to be tuned to where it's worth the investment to build, or the "juice won't be worth the squeeze" in the campaign world.

remember at some point they said we have to use tools - hammers on walls and axes on bane/life trees..


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4 hours ago, Tinnis said:

remember at some point they said we have to use tools - hammers on walls and axes on bane/life trees..

Actually I had in fact forgotten about those things, they were filed next to mounts and pack pigs. But rest assured we will have the biggest and baddest axes and hammers, ever put to wood and stone. Add 30 seconds to siege time :P 

But you know what I was fishing after. Are walls going to hold for 20 minutes, or 2 hours. Are we going to flip Keeps like ESO and GW2, or more like Darkfall, or something else like Perpetuum, or ArcheAge. 

Or maybe different rule-sets will encompass all of those models. We all think we know, but only JTodd knows, and he ain't telling.

 

 

 

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On 7/3/2018 at 12:17 PM, coolster50 said:

Are battlements only for keep/castle/citadel/palace walls, or will there be fort battlements aswell.

Will these battlements also be able to be used in the dregs campaigns, if so, how will they interact with ballistas?

Since there are 4 tiers, do white/gray and purple/orange deeds produce the same deed tier?

Finally,

welcome to the team Brandon :D 

Yeah, what about forts? What's the carrot for making higher tier fort walls? I imagine fort battlements is kind of off-purpose since castles are meant to be more permanent and defensible. Something like antipersonnell defense options for fort walls maybe? Forts are still meant to be assaulted generally by foot troops so stuff like spikes or static weapon emplacements (boiling oil, etc) would seem more appropriate for forts. Stuff that would dissuade assaulters from actually approaching the wall to hit it with an axe and needs to be dealt with first. This approach would also encourage the use of both types of walls in construction, with keep walls being morely defense oriented and for walls being more "troop support" with interactables of beneficial effects that the owners can turn in to more DPS against attackers (like shoving them in to spikes or pouring oil on them)

Edited by PopeUrban

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Rub rock on face and say "Yes food is eaten now time for fight"

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1 hour ago, PopeUrban said:

Forts are still meant to be assaulted generally by foot troops so stuff like spikes or static weapon emplacements (boiling oil, etc) would seem more appropriate for forts.

Yes please!


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