Burning enemy siege should give AP

Monsoon
Monsoon
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Burning siege basically means suiciding because you know the second you get out of stealth you have 10% chance of escaping. That is if you are even able to burn anything because for some reason caltrops and other aoe effects stop you from being able to hold a torch...makes total sense. yeah you can still walk with arthritis but standing still with a torch no can do in ZOS logic.

The point is that people rarely suicide to help their team by sneaking to siege and what does it reward? NOTHING you get nothing, just the repair bill and lay on the ground with a giant white + above you.

Why on earth doesn t burning siege give lets say one tick of the damage?
Burn a Treb...get 4000 AP. Burn a balista...get 2000 AP

This woud give an incentive for defenders to jump down and help their team. It is great for soloers.

Then just distribute the AP by the number of people around the burned siege. If you are part of a group zerging you get almost nothing because there was a group of you and it wasn t difficult. On the other end if you are alone around 10 enemies then you get the full points.

Just don t allow siege to give AP if not close to a keep to avoid exploiters
Edited by Monsoon on September 25, 2014 11:45PM
  • Talcyndl
    Talcyndl
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    Monsoon wrote: »
    Just don t allow siege to give AP if not close to a keep to avoid exploiters

    Unfortunately, this won't help. People would gather at Brindle (or somewhere else not in play atm) and farm AP.

    It's too bad, but players always ruin games. :)
    Tal'gro Bol
    PvP Vice Officer [Retired] and Huscarl of Vokundein
    http://www.legend-gaming.net/vokundein/
  • Monsoon
    Monsoon
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    Is siege hitting enemy wall y/n
    if yes then if siege is destroyed award AP to defender who burned it
    If siege destroys wall or ends up while destroying wall then award AP to attacker

    you can also check for the number of players vs enemies in the area and base gains on %

    There are tons of ways to avoid sploits for this
    Edited by Monsoon on September 26, 2014 12:16AM
  • Draxys
    Draxys
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    I think that would turn sieges into nightblade competitions of who can annoy the hell out of the siegers first.
    Edited by Draxys on September 26, 2014 7:57AM
    2013

    rip decibel
  • murmur
    murmur
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    Sure, but you need to tone down awarded AP a bit. Let's say burn an enemy siege, get rewarded 10% of it's AP cost. Fire balista would be 120 AP, oil 80 AP, forward camp 720 AP and so on. Then it would be some what in line with what you get from repairing walls.
  • Xallus
    Xallus
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    murmur wrote: »
    Sure, but you need to tone down awarded AP a bit. Let's say burn an enemy siege, get rewarded 10% of it's AP cost. Fire balista would be 120 AP, oil 80 AP, forward camp 720 AP and so on. Then it would be some what in line with what you get from repairing walls.

    Yeah I agree with the OP's general message, but more with this, has to be diminishing. Not only from a sink perspective but a ... spy groups on enemy side for x amount of time, buys 500k worth of siege and lets a friend burn it perspective.

    On another note that should probably have its own thread if it doesn't already... The radius for receiving the defensive or offensive tick on a keep needs to be greatly increased. To encompass all of the resources. Nine times out of ten resources need to be pushed to ensure no more siege on a keep or outpost... whatever... Those forces miss the ticks, the heroes of the battle... the ones that made it a victory... get slop for a reward compared to those that stay back within the safety of the walls.

  • Armitas
    Armitas
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    Burning/killing a tent should definitely give AP. I have lost so much AP by being a boyscout and camping the enemy tent 10x in a row while my colleagues get defense bonuses and kills.

    I don't think anyone would AP trade with tents because it would get cost prohibitive pretty quick.
    Edited by Armitas on September 26, 2014 1:12PM
    Retired.
    Nord mDK
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