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Vukovic

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  1. Something I wrote up a while ago. Not everything can be considered, but I think they're all pretty fair ideas to suggest, and we can pick and choose what's the best: The (proposed) Siege System Drawing from ideas and musings in my spare time when contemplating battles on roleplay servers and basing most of it off of historical accuracy, I present to you the Siege System that I hope will bring forward not only a new form of roleplay, but a higher level of quality with realistic roleplay and enjoyment for all. So, let’s get down to it: Historically, when war was declared, or when any conflict arose, the belligerents would often meet on fields of battle and conduct battle in the traditional fashion - head on with forces clashing together in melee. This is well represented(for the most part) in the current systems of battles established on the server, but what is not represented is what happens after the screams and horns of battle end, and he victorious army comes across an enemy fortified town. It was here that the grand armies would have to find a way to breach whatever defenses the town had, whether it be a series of curtain walls and citadels or a simple palisade wall. The siege was often one of the most grueling and tedious processes of war, but it was something that needed to be done in order to fully achieve a status of “winning” a war, in traditional terms. It is because of this that the sieges of medieval Europe specifically developed so quickly, and produced the core “step-by-step” process of a siege: The besieging army would heavily entrench themselves and secure their camp by connecting to key supplies such as food and water. Foraging and raiding parties would explore the countryside surrounding the town, both supplying the besiegers with food, while also cutting it off from the defenders. Siege engines would begin construction in range of the walls(preferably the siege engines would be constructed using the local materials available) and prepare more forward battle trenches to defend the engines in the case of a sally and protect the soldiers from the counter siege elements of the town(The better the trenches, the less lives lost). The long process of the battering of the walls begins as the siege engines begin to send their shot towards the walls, smashing into the stone and causing damage, slowly but surely. This portion would be the longest of steps, and definitely the most tedious for both sides; the defenders rising to defend the walls and counter siege the attackers, while the attackers lob a relentless amount of artillery at the walls. (It is here that the main RP would take place, which will be explained further down in this passage) Finally, after a long process of siege and counter siege, a breach would form, and the attackers would rush this breach with their forces, the defenders doing the same in an attempt to plug it up. (It is here that the main PvP portion of the siege would take place) Upon a victory for the attackers, the city would almost definitely be sacked, and looted, the victors taking their spoils, along with mass-scale rape and slaughter of civilians. The town, after the attackers have taken their fruits of victory, would be damaged heavily. The walls vulnerable with their breach and the town itself looted, with windows broken, doors broken down, and belongings strewn across the streets. It is up to the attackers to then re-evaluate their position, and work on fortifying the town once again, plugging up the breaches and establishing order amongst whatever populace still remains. So, taking from the historical perspective of sieges, I have devised a system of siege intended for our roleplay, in order to properly portray the setting and feeling of war. Here is the procedure explained in more “Minecraft-esque” terms: Planning & Skirmish Phase (Two days OOC time) The attacking army would establish an encampment outside the walls, at whatever location of their choosing, taking into consideration the area at which they want to concentrate their main attack. A specific region would be set up and granted ownership to the attackers, allowing them to construct the proper trenches, camp defenses, and siege engines. The attackers would dispatch bands of foragers and raiders to begin collecting food and additional supplies for the camp, while at the same time denying the defenders those same resources. The defenders as well may choose to send their own bands out to meet the attackers, in order to secure and protect their farmsteads. The skirmishes across the countryside would be PvP, but certain exceptions are applied when: An attacking band is already on a farmstead, looting or burning its yield. It is then required that the defending intercepting party provide enough RP to allow the attackers to realize the interception, for the attackers too will be RPing out every motion of the looting, and would need sufficient time to stop their typing and such. It is advised that a countdown be made in Local OOC, to indicate when the PvP will be initiated. Siege Phase (Depending on the size of walls and the “luck” of the besiegers, OOC time in this phase will vary) The Siege engines previously constructed will be unleashed onto the walls of the town, and it is here that a specific system is implemented to simulate the accuracy and “luck” of the shots: A roll system will be used when firing the siege and counter siege engines, which factors in power, accuracy, and overall “luck” of the shot. The soldiers firing the siege engines will first provide sufficient RP to arm and load the engine, and when complete the head of the engine will roll out of 20(Note: This system will require an admin to oversee the siege engines and to deal the appropriate amount of damage to the walls.): If over 10, it is a hit. If under 10, it is a miss. If it is 17 or higher, it is a “lucky” shot, and deals considerably more damage. If it is a 1, the siege engine will fail and break down, and sufficient RP must be conducted to repair it and resume its firing(The breakdown is determined by the admin, such as the tension on a ballista is too high and snaps its sinew, forcing a restringing) Along with this roll system, the type of siege engine used is important, and provides a particular set of perks for each engine: Trebuchets and Catapults - “Heavy Hitters”; provides the most damage to stone walls. Ballistae/Scorpions - “Skewers”; provides the highest amount of damage to siege engines, making them excellent counter-siege weaponry. Onagers - “Slingers”; allows for a specialized launching of such things as fire-spreading shot and forms of caltrops(Splash potions, in MC terms). Rams - “Smashers”; used primarily for breaking through gates, the ram was one of the more dangerous siege engines, simply because it had to come into contact with the walls and whatever defenses it boasted, which were often many(boiling oil, boulders, etc.). Assault Ladders - “Climbers”; used mostly for smaller assaults, ladders are useful for scaling the walls directly, and are often utilized as a flanking maneuver to assist in the main breaches(NOTE: Assault ladders are usually only ever used during the Assault phase of the siege). It is also during the Siege Phase that the defenders may choose to sally forth from their defenses, in hopes to meet the besiegers in a pitched battle and drive them from the field. This is often done when the defenders believe to have a numerical advantage and can easily sweep the entrenched attackers into a rout. When conducting a sally, the besieging leader must be informed and the proper battle terms be set. Here is where most of the passive RP will roll out in both the attacking and defending camps, and really provide a feeling of an actual medieval siege, with men crowding around campfires in the nights and mornings, and manning their engines in the afternoons, slowly working towards that breach. Assault Phase The besieging forces, upon forcing however many breaches they require, would amass for a final and all-out assault, meaning to take the city they have besieged and battered for so long. This phase is entirely PvP and it involves capturing key points in the city/fort/etc to actually win the objective. Killing everything is not the only way to win. Victory Phase Upon an attacker victory, the victors are permitted open perms to the city and choose their next actions as they see fit. A peaceful transfer of power to large-scale looting and pillaging within the city are just two extreme decisions that can be made by the victors. The attackers also have the decisions on what to do with this new city’s defenses. Because of their siege, the walls are doubtless damaged and breaches are obvious. In order to properly defend the city, the victors must decide how they’re going to refortify their position, and can be done in a variety of ways: Spending minas to hire the local masons and architects to redesign and repair the walls, restoring them to the state they were in before the siege(Often the most effective, but the most costly method, costing a minimum of 10,000 minas) Stripping down the resources of the city; this including the buildings, in order to construct weaker defenses usually consisting of cobblestone and wood. Hiring the local engineers to construct or repair siege engines(Price varies depending on siege engine: Heavy Hitters: 12,000 minas; Skewers: 9,000; Slingers: 6,000) Upon a defender victory, the attackers are subject to a “depleted resources” penalty, preventing a siege of ANY city for an OOC week, allowing the defenders to reevaluate and reinforce their defenses. The defenders too have decisions to make when a siege is lifted, which include: Spending minas to hire the local masons to redesign and repair the walls, restoring them to the state they were in before the siege(Because the defenders had successfully defended the city, the people are grateful and provide a discount, the price settling at a minimum 8,000 radiants). Stripping down the resources of the city in order to construct weaker defenses usually consisting of cobblestone and wood. Hiring the local engineers to construct or repair siege engines(Price varies depending on siege engine, and a defender discount is granted: Heavy Hitters: 10,000 minas; Skewers: 7,000; Slingers: 5,000) I know this may seem like quite the complex system, but when it comes down to it, it’s quite simple and twice as effective in properly simulating and experiencing an accurate siege. It is with this complexity that I will offer to explain this system further(in any medium: teamspeak, chat, etc.) should anyone require it. So, with all that said, I’d like to bring this proposal to the attention of not just the administration, but the entire community. I feel this can really help improve the RP standard and setting of conflicts and make them more interesting and intuitive. I am also leaving this topic open so that you all may give your suggestions and inputs, and if you have any suggestions to add points to the Siege System itself, feel free to provide it and I’ll consider adding it. Happy reading.
  2. I hope I can clear up some discrepancies with this whole debacle and come to a calm and fair consensus.

    1. Show previous comments  3 more
    2. Temp

      Temp

      And yet, people have been unbanned for just what occurred.

      Look into February, for example.

    3. Raptorious

      Raptorious

      Perma ban means zip on lotc, perma ban means indefinite ban but they don't want to change the name cos too many syllables.

    4. bungo

      bungo

      Depends on if GMs like you or not...

  3. It's time to return some order.

    1. Show previous comments  4 more
    2. Commodus_Titus

      Commodus_Titus

      Violets are blue, roses are red, daisys are yellow. The flowers are dead.

    3. Temp

      Temp

      If the flowers were dead, wouldn't they all just be brown? Hmmm... -shrugs-

    4. AlmondTree

      AlmondTree

      *applies burn heal*

  4. Implemented! Gonna check out the server now.

  5. First application is up! Wish me luck!

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