TownyAdvanced / TownyCombat

A combat plugin for Towny
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Suggestion: Add War Bases #4

Open Goosius1 opened 2 years ago

Goosius1 commented 2 years ago

Is your feature request related to a problem? Please describe.

Describe alternatives you've considered

Additional context N/a

Firav commented 2 years ago

Im guessing this is to alleviate the issue of towny residents of a nation not being able to use each others town outposts?

Goosius1 commented 2 years ago
Goosius1 commented 2 years ago

In addition to that though, I've been thinking of a really nice perk with this feature too:

Firav commented 2 years ago
  • In a way this is more like a way to automatically teach servers about the tactic

    • Because servers who install the plugin new might not know about it ... and many might not learn about it for some time, even if was placed somewhere in the FAQ or user guide.

Some servers (such as myself) disallow such actions as these siege bases. If this were to be implemented, what type of balancing factors would be considered? Would there be a monetary requirement? Would army sizes have to be of a certain size to implement such bases?

In discussion of the Siege Bases themselves, would they be considered an entirely different town? Will they become a separate entity? Or would they be an extension of a current town?

In addition to that though, I've been thinking of a really nice perk with this feature too:

* If a soldier died in a siegezone.......they could be automatically respawned into the nearest town belonging to their side .

* For the attackers, this would typically be the siege base!

* For the defender, this would typically be the besieged town.

* Thus players could get back into the action sooner, much more like pro successful shooter games (rather than having to tediously walk for 10 minutes+).

If Siege Bases were an implemented item, this would be a neat feature to see. This would however change the current core mechanics of the SiegeWar system. Currently, only defenders that are residents of the town under siege have the ability to use the towns teleportation system. Would this suggestion overwrite that mechanic?

Goosius1 commented 2 years ago

By suggesting "balancing factors" might be needed, this implies that the feature somehow gives an advantage to attackers.

But I don't accept that. Rather I believe that the vanilla mechanics give an overly harsh disadvantage to players, by forcing them to walk like 10 minutes to a siege. This feature is for the purpose of helping to alleviate that disadvantage.

Why do you disallow siege base towns?

To answer your last question, teleportation won't be affected, only respawning. Actually not even respawning needs to be affected, because servers who disagree with Siege Bases altogether, can just disable the feature no problem.

Firav commented 2 years ago

By suggesting "balancing factors" might be needed, this implies that the feature somehow gives an advantage to attackers.

But I don't accept that. Rather I believe that the vanilla mechanics give an overly harsh disadvantage to players, by forcing them to walk like 10 minutes to a siege. This feature is for the purpose of helping to alleviate that disadvantage.

I guess this is from my current view of the SiegeWar system. A town under siege, thats within a nation, cannot teleport back to the town under siege. Rather, I've seen the use of multiple outposts within the same nation for the towns of said nation to teleport back just outside of the siege zone to get back into the fight relatively quickly. Attackers having a town just outside of the siege zone allows the advantage of the entire nation being able to teleport to that same town, along with their allies.

Why do you disallow siege base towns?

They're disallowed for the above reasoning, as its perceived to give the attackers the advantage over the defenders, on a nation and alliance scale. Its expected that towns are to use their outposts to create forward bases rather than entire towns.

To answer your last question, teleportation won't be affected, only respawning. Actually not even respawning needs to be affected, because servers who disagree with Siege Bases altogether, can just disable the feature no problem.

So with this feature enabled, players would only respawn in the nearest town instead of their home towns? But are still unable to utilize teleportation into the siege zone? This is assuming that they've died within the siege zone yes? Wouldnt this give the defenders an advantage over the attackers, due to them spawning into the town under siege which is in most cases much closer than any other town/outpost that can be established outside of a siege zone?

Goosius1 commented 2 years ago

A town under siege, thats within a nation, cannot teleport back to the town under siege. Rather, I've seen the use of multiple > outposts within the same nation for the towns of said nation to teleport back just outside of the siege zone to get back into > the fight relatively quickly. Attackers having a town just outside of the siege zone allows the advantage of the entire nation being able to teleport to that same town, along with their allies.

I didn't really understand this:

If both sides can do exactly the same thing, for exactly the same costs and benefits.... well then there's no natural attacker advantage to the tactic. Am I missing something here?


On the nearest-town-spawn, as long as defenders spawn to the besieged town, and attackers spawn to the SiegeBase, that is maybe a minute of extra travel time for the attacker. That isn't op right?. If so it can be justified as a natural defender advantage.

Goosius1 commented 2 years ago

Transferred to TownyCombat, as I think this can easily become a good generic solution which would be useful across war types

Goosius1 commented 1 year ago
LlmDl commented 1 year ago

Another answer to your question:

I would look at how TownyCamps and Towny handle min-distance settings in Towny's config.

Your initial placing of this idea in TownyCamps wasn't far off, but I would just do something similar to what TownyCamps does: make up a series of WorldCoords wherein Towny's claiming and wilderness settings are bypassed, which provide for a temporary "semi-claimed" state.

Goosius1 commented 1 year ago