oh theyre jacking EVE onlines siege mechanic for Citadels
a mechanic meant for bases that could very much defend themselves with no way to exploit their defenses, and for crews of dozens or hundreds of people to defend during those times. and they only needed fuel blocks instead of the asinine number of materials we need to sustain them. they also hit an intermission after a certain amount of damage was dealt, stopping the siege instead of letting you potentially 100-0 it round one by bringing overwhelming numbers
so once again taking from another game while only doing it half-baked.
basically you wont be able to hurt the base much (or at all) outside of those hours, but it will be vulnerable during those hours, meaning you need to be awake/not at work/have someone else to defend during those hours
Posts: 990
Threads: 63
Joined: May 2011
Staff roles: Coding Developer King of FLServer
A Siege Mechanics blog post will be released once we have sanity-checked our numbers. But yes, the general vibe is that of EVE Online sieges. Stay tuned.
Posts: 3,343
Threads: 103
Joined: May 2012
Staff roles: Balance Dev
The TL;DR before a proper post goes up is:
- Bases are vulnerable twice a day, at least 8 hours apart. These windows are two hours long and set by the base owner (or a default setting).
- Outside of this window the base is completely invulnerable.
- Inside the window, the base is vulnerable to specifically Gunboat, Cruiser & Battleship Siege Cannons. These guns have a pretty steep ammo cost but are otherwise fairly standard PvP weapons. This allows us to tune the DPS of different ship classes against PoBs without messing with PvP balance too much, and the credit cost creates a bit of symmetry, where sieging a base (and particularly, getting shot down while doing so) has a cost, much like building and maintaining the PoB has a cost.
- PoBs will start at 20% shield resistance during a vulnerability window. Every X damage (depends on the core) their shield resistance goes up by another 20%. This eventually caps out at 100%, making that PoB completely invulnerable for the rest of that day. This means there's a set maximum amount of damage you can do to a PoB.
- Successfully destroying a base will require a number of successful sieges during vulnerability windows. For lower cores, you can skip a day or two and still eventually kill the base, if successful in hitting the damage cap. The higher core the PoB, the more often you have to successfully siege, and you will have to do so day after day without missing one to beat the PoB's repair rate.
The main goals here are:
- Encourage active PoB defence. Sieges will be predictable in when they occur, and you will be able to actively organize a defensive force. 3 AM surprise sieges that deal half your PoB's health in one go are impossible.
- Add some symmetry/fairness. Getting your siege broken up by a defensive force will cost you all the siege ammo for little reward. This will get expensive pretty quickly.
- Make PoB destruction less painful for siegers, too. Since we're working with shorter windows, set damage amounts per ship type, etc. we've been able to tweak the numbers to make sieges a pretty quick and painless activity -- provided the defenders don't throw a wrench in the works.
Note that almost everything here is configurable. Shorter windows, just one window per day instead of two (I think this may end up being done, but we'll have to see) are both options.
Edit: I was told to also mention that the damage siege weapons do to PoBs is separate from the damage they do against player ships (allowing us to make ships other than heavy battleships capable of effectively sieging).