Posts: 3,344
Threads: 103
Joined: May 2012
Staff roles: Balance Dev
(11-21-2023, 05:51 PM)Karst Wrote: Well, anyway.
I don't think the availability of siege ammo is all that relevant. Though I might lower the ammo counts a bit.
The bigger issues are the incredible ease with which even small numbers of ships can reach the damage cap (like, call me crazy, but I feel like maybe if all the attackers can muster is two light gunboats, they shouldn't be able to hit the cap), and the incredibly slow repair rate.
I feel like maybe if all the defenders can muster is Literally Nothing, they shouldn't be able to stop any number attackers from hitting the cap.
It kind of works both ways. If the aggressors are truly that small a group they should be trivial to repel, especially as at that scale weapon platforms are highly impactful. While sieges are historically associated with large groups, virtually every activity in the game is available to solo players. From building a PoB, to mining, to trading, to PvE. I don't see why sieges should suddenly require some large force.
We're likely going to reduce the siege window to a single week, however, as two weeks of "high alert" is a little much. It'll also help reduce the required winrate of the defending side.
I've been trying to figure out how to give Weapon Platforms some form of AoE pulse damage to help them be more effective against larger groups of attackers, too, with the only caveat being that that is also going to affect ship powercores. We're likely going to figure out a decently functional system that doesn't impact sieges where no defenders are present, however.