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Siege Diversity? Let Zos know!

Sanguis_Tiberius
Sanguis_Tiberius
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Currently there are 2 main ways of sieging a keep, etc. These are: knock down the wall or knock down the door.
Who else wants more siege options?
Maybe sieging is meant to be simplistic, but personally I wish there were other options. i.e. ladders, door/wall reinforcements, "entrenchments", etc.
Please feel free to comment ideas! Let's get Zos to see this
  • Biro123
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    I'd like to see siege towers.... something that starts at a minimum distance from the wall, trundles forwards at a certain rate - and can only be destroyed by siege.. But once up, it allows a route from the outside to the top of the walls (at risk of anyone inside it being killed when its destroyed).

    I'd also perhaps like to see some kind of magical constructions (it IS a fantasy game afterall).. Perhaps different version of siege that instead is a creature that flies overhead, dropping rocks (like a crappy orbital strike)

    Or some kind of magical bridge that slowly grows towards the top of the wall - and again can be destroyed by siege (like the mechanics of the tower) - but more with a magical flavour to it.

    Magical barriers - that can be bought like siege and deployed to plug a breach.. Perhaps you can attack through them, but can't move through until they are destroyed..

    Siege wizards - bought and deployed like siege who stand and cast spells that only damage walls/doors - or magical barriers.. and are less effective than normal siege vs walls/doors but more effective vs magical barriers..

    First things that came into my head..

    *Edit - more ideas..:

    Bought siege spell that opens a rift to Oblivion where deadra come pouting out attacking anyone near.. Can be cast by the attackers to open on the top of the wall - or by the defenders to open behind the attacking siege.. Can only be destroyed once all deadra killed - but deadra keep on coming out until destroyed (to a max amount).

    Bought 'Alarm' spell that a player can cast on a keep, and lasts for say, an hour, then wherever that player is (as long as online), if any walls on that keep take damage - the player gets an alert..

    Ability to buy a guardhouse for your homekeeps only - that when attacked during the off-peak time, they spew forth hundreds of rock-hard guards spamming negates/eclipses/snares, soul-assaults of death and temporary bans until primetime.. (btw, the definition of primetime - is any time when I play).



    Edited by Biro123 on August 8, 2017 12:42PM
    Minalan owes me a beer.

    PC EU Megaserver
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  • kylewwefan
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    I want to ride a trebuchet over the wall. Would really suck if missed and got splattered against the wall though.
  • kylewwefan
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    Certain keeps also have good positions to run a zip line also
  • idk
    idk
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    Biro123 wrote: »
    I'd like to see siege towers.... something that starts at a minimum distance from the wall, trundles forwards at a certain rate - and can only be destroyed by siege.. But once up, it allows a route from the outside to the top of the walls (at risk of anyone inside it being killed when its destroyed).

    I'd also perhaps like to see some kind of magical constructions (it IS a fantasy game afterall).. Perhaps different version of siege that instead is a creature that flies overhead, dropping rocks (like a crappy orbital strike)

    Or some kind of magical bridge that slowly grows towards the top of the wall - and again can be destroyed by siege (like the mechanics of the tower) - but more with a magical flavour to it.

    Magical barriers - that can be bought like siege and deployed to plug a breach.. Perhaps you can attack through them, but can't move through until they are destroyed..

    Siege wizards - bought and deployed like siege who stand and cast spells that only damage walls/doors - or magical barriers.. and are less effective than normal siege vs walls/doors but more effective vs magical barriers..

    First things that came into my head..

    *Edit - more ideas..:

    Bought siege spell that opens a rift to Oblivion where deadra come pouting out attacking anyone near.. Can be cast by the attackers to open on the top of the wall - or by the defenders to open behind the attacking siege.. Can only be destroyed once all deadra killed - but deadra keep on coming out until destroyed (to a max amount).

    Bought 'Alarm' spell that a player can cast on a keep, and lasts for say, an hour, then wherever that player is (as long as online), if any walls on that keep take damage - the player gets an alert..

    Ability to buy a guardhouse for your homekeeps only - that when attacked during the off-peak time, they spew forth hundreds of rock-hard guards spamming negates/eclipses/snares, soul-assaults of death and temporary bans until primetime.. (btw, the definition of primetime - is any time when I play).



    Not possible to hit something at the base of the wall with siege that would do significant damage. Oil would be the only defense siege wise which would be extremely limiting.

    Further, the use of such ladders would mean no warning a wall has been breached. As it is now a warning is put out when any all is brought below 50%. So ladders would not work well for the current design.
    Edited by idk on August 8, 2017 12:46PM
  • Biro123
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    Not ladders - towers... chuffing big wooden towers with platforms and ladders inside that stick over the wall.. should be targetable

    Good point about the warning tough... But ways can be created to accomodate it - Perhaps add some kind of automatic magical barrier to all keeps stopping everything other than standard siege until the wall takes that 50% dmg, then the barrier drops?

    Or a specific 'building/tower' on the keep wall which generates the shield and can be destroyed by siege - also flagging the keep as US..?

    Edited by Biro123 on August 8, 2017 12:51PM
    Minalan owes me a beer.

    PC EU Megaserver
    Minie Mo - Stam/Magblade - DC
    Woody Ron - Stamplar - DC
    Aidee - Magsorc - DC
    Notadorf - Stamsorc - DC
    Khattman Doo - Stamblade - Relegated to Crafter, cos AD.
  • Vapirko
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    I think the siege towers would be a viable idea that would be fun but still remotely possible. Although god knows what kind of exploits people would come up with.
  • Turelus
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    I personally always wanted keeps to be shielded via nodes at resources, so in order to take a keep you have to hold all the resources first.

    The idea of stripping down its defences. No more "ninja" taking keeps and also breaks up the fights a little as a single zerg can't fight at four locations.

    I know that's not exactly siege weapon related but more siege defence.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • SelfTherapy
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    Ladders or siege towers lol.
    latest?cb=20101215235054
    Edited by SelfTherapy on August 8, 2017 1:17PM
  • idk
    idk
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    Biro123 wrote: »
    Not ladders - towers... chuffing big wooden towers with platforms and ladders inside that stick over the wall.. should be targetable

    Good point about the warning tough... But ways can be created to accomodate it - Perhaps add some kind of automatic magical barrier to all keeps stopping everything other than standard siege until the wall takes that 50% dmg, then the barrier drops?

    Or a specific 'building/tower' on the keep wall which generates the shield and can be destroyed by siege - also flagging the keep as US..?

    No. It's clear and obvious that oils would be the only counter to a ladder or similar up against a keep wall and just as clear and obvious that it would be easy to counter siege oils on an open wall.

    It's plain and simple and the reason why such ladders, etc. will not be added to the game. The lack of warning a keep is being seized is just icing on the cake.
  • Sanguis_Tiberius
    Sanguis_Tiberius
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    Biro123 wrote: »
    Not ladders - towers... chuffing big wooden towers with platforms and ladders inside that stick over the wall.. should be targetable

    Good point about the warning tough... But ways can be created to accomodate it - Perhaps add some kind of automatic magical barrier to all keeps stopping everything other than standard siege until the wall takes that 50% dmg, then the barrier drops?

    Or a specific 'building/tower' on the keep wall which generates the shield and can be destroyed by siege - also flagging the keep as US..?

    No. It's clear and obvious that oils would be the only counter to a ladder or similar up against a keep wall and just as clear and obvious that it would be easy to counter siege oils on an open wall.

    It's plain and simple and the reason why such ladders, etc. will not be added to the game. The lack of warning a keep is being seized is just icing on the cake.

    Personally love the ideas of siege towers and from what I can tell, these are the best ways to balance their use:
    1) You can only place a tower down a certain distance away from the keep.
    2) you can only place one if the keep is flagged
    3) you need at least double the players to move it forward than a ram and it would move slowly forward towards the wall
    4) A new defensive siege weapon should be added to better counter this high health/slow mobility assault siege weapon.

    •I understand the fear that people will siege a keep then use these to get over walls from the back, but personally I think the mechanics of sieging a keep should be tweaked.
    i.e. Keeps should only be "attack-able" if at least 2/3 resources are yours.
    Implementing new tools opens up possibility for exploits but it's always possible to balance these things and in my opinion, cyrodill needs new and inventive ways to keep it fresh and interesting. There's been no major changes to Cyro combat since game launch except balancing and a few minor tweaks. If the last event shows anything, it's that sieging is very 1 dimensional currently by the fact people would run circles taking keep after keep without any combative changes.
  • Sanguis_Tiberius
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    From that too, bridges could definitely become a bigger part of combat and treat them as capturable bottle necks. People get stuck in bridge battles constantly and they're sometimes the most interesting battles I've seen to date. Changes to that could make it very exciting, but that's an entirely different topic.
  • Zbigb4life
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    It's good as it is right know
  • TreeHugger1
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    I stated a discussion in this matter few months ago. You are very welcome to read the comments and see all the intresting ideas:)
    https://forums.elderscrollsonline.com/en/discussion/345718/cyrodiil-and-siege-mechanics#latest
    Because no one will enter this link I will quote myself:
    "As you all know cyro is really boring, there aren't enough siege weapons and siege mechanics are far too simple.
    Cyro's surface is identical, monotonous and very boring, even all of the castles are designed in the same way.
    I want a game with siege towers, ladders,tunnels and siege ramps.
    A siege should be an exciting and challenging experience, that should involve skill, creativity, deception, logic and team work.
    Today a single player can buy 10 siege weapons and take down a wall in a few min, I don't think it's rational that you can conquer all of cyro in such a shot time.
    I think it would also be great if certain player could fortify castles add ramparts and dig tunnels to protect a castle from incoming attack.
    I guess that my suggestion sounds weird or unclear so I'll 2 sources that contain interesting info about roman warfare:
    http://www.ancient.eu/Roman_Siege_Warfare/
    https://en.wikipedia.org/wiki/Roman_siege_engines "

    "What I am trying to do in this thread is to reconsider the things we got used to in cyrodiil.

    The siege weapons, the castles, their location, the distances between the castles, the topographia of cyro, the transitus links, it's been so long since the game has been released and it's the time to redesign cyrodiil.

    Every castle should have different surroundings, fortifications and should posses a control over an important road/town/holy place in the area.
    In another words, there should be more variables to the decision of sieging a keep apart from transitus links, emp keeps etc.."

    Edited by TreeHugger1 on August 9, 2017 8:29AM
  • Sanguis_Tiberius
    Sanguis_Tiberius
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    I stated a discussion in this matter few months ago. You are very welcome to read the comments and see all the intresting ideas:)
    https://forums.elderscrollsonline.com/en/discussion/345718/cyrodiil-and-siege-mechanics#latest
    Because no one will enter this link I will quote myself:
    "As you all know cyro is really boring, there aren't enough siege weapons and siege mechanics are far too simple.
    Cyro's surface is identical, monotonous and very boring, even all of the castles are designed in the same way.
    I want a game with siege towers, ladders,tunnels and siege ramps.
    A siege should be an exciting and challenging experience, that should involve skill, creativity, deception, logic and team work.
    Today a single player can buy 10 siege weapons and take down a wall in a few min, I don't think it's rational that you can conquer all of cyro in such a shot time.
    I think it would also be great if certain player could fortify castles add ramparts and dig tunnels to protect a castle from incoming attack.
    I guess that my suggestion sounds weird or unclear so I'll 2 sources that contain interesting info about roman warfare:
    http://www.ancient.eu/Roman_Siege_Warfare/
    https://en.wikipedia.org/wiki/Roman_siege_engines "

    "What I am trying to do in this thread is to reconsider the things we got used to in cyrodiil.

    The siege weapons, the castles, their location, the distances between the castles, the topographia of cyro, the transitus links, it's been so long since the game has been released and it's the time to redesign cyrodiil.

    Every castle should have different surroundings, fortifications and should posses a control over an important road/town/holy place in the area.
    In another words, there should be more variables to the decision of sieging a keep apart from transitus links, emp keeps etc.."

    Definitely an interesting read. Cyro has to be a balance between a complicated strategy and straightforward fighting. Definitely hoping they add stuff in the future to innovate Cyro and refresh it.
  • Neoauspex
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    I stated a discussion in this matter few months ago. You are very welcome to read the comments and see all the intresting ideas:)
    https://forums.elderscrollsonline.com/en/discussion/345718/cyrodiil-and-siege-mechanics#latest
    Because no one will enter this link I will quote myself:
    "As you all know cyro is really boring, there aren't enough siege weapons and siege mechanics are far too simple.
    Cyro's surface is identical, monotonous and very boring, even all of the castles are designed in the same way.
    I want a game with siege towers, ladders,tunnels and siege ramps.
    A siege should be an exciting and challenging experience, that should involve skill, creativity, deception, logic and team work.
    Today a single player can buy 10 siege weapons and take down a wall in a few min, I don't think it's rational that you can conquer all of cyro in such a shot time.
    I think it would also be great if certain player could fortify castles add ramparts and dig tunnels to protect a castle from incoming attack.
    I guess that my suggestion sounds weird or unclear so I'll 2 sources that contain interesting info about roman warfare:
    http://www.ancient.eu/Roman_Siege_Warfare/
    https://en.wikipedia.org/wiki/Roman_siege_engines "

    "What I am trying to do in this thread is to reconsider the things we got used to in cyrodiil.

    The siege weapons, the castles, their location, the distances between the castles, the topographia of cyro, the transitus links, it's been so long since the game has been released and it's the time to redesign cyrodiil.

    Every castle should have different surroundings, fortifications and should posses a control over an important road/town/holy place in the area.
    In another words, there should be more variables to the decision of sieging a keep apart from transitus links, emp keeps etc.."

    Ya I've written about this in several different threads as well... It should be easier to defend a keep than it is to take one.
  • Sanguis_Tiberius
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    @TreeHugger1 @Neoauspex
    What are you guys thoughts on temporary defensive siege implacements? Like barriers designed to slow groups down or for open field fighting so zergs can't just rush forward?
  • SugaComa
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    I'd like to see giants swing their clubs at walls to do damage then wander about a bit then hit again .. they would hit for double a treb, but they can be brought down by players and seige , so the person who called the giant will need to help defend him
  • Neoauspex
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    @TreeHugger1 @Neoauspex
    What are you guys thoughts on temporary defensive siege implacements? Like barriers designed to slow groups down or for open field fighting so zergs can't just rush forward?

    I'd love to see more defense-specific siege, or mechanics that make offensive siege weapons less available/instant.
  • Sanguis_Tiberius
    Sanguis_Tiberius
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    Neoauspex wrote: »
    @TreeHugger1 @Neoauspex
    What are you guys thoughts on temporary defensive siege implacements? Like barriers designed to slow groups down or for open field fighting so zergs can't just rush forward?

    I'd love to see more defense-specific siege, or mechanics that make offensive siege weapons less available/instant.

    @Neoauspex
    Personally think the biggest issue in PvP is rushing keeps. It feels like groups can take keeps so rapidly in 2-5 mins depending on resistance. Of course sometimes battles go on for ages but that was back when towers had doors and people farmed that garbage.
    100% agree that defensive siege or a change in mechanics to slow down when a siege can start could help limit these zerg speeding through keeps like their nothing.

    This issue was made very obvious by AP farming during the double AP event and showed how flawed the current mechanic was.
    ^or somehow create better incentive for people to defend keeps.
  • LordSlif
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    Search for sambuca siege and helépolis. U will like
    Edited by LordSlif on August 10, 2017 11:00AM
  • Sanguis_Tiberius
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    LordSlif wrote: »
    Search for sambuca and helépolis. U will like

    Definitely took a quick minute to Google but worth it. They have some great ideas
  • LordSlif
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    Sambuca is faster and fragile than helépolis. Helépolis is massive, need MANY people to make it work, it is huge and powerfull.
  • LordSlif
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    But If you can get in the keep by going over the wall, some mechanism to open the door from inside the keep must be Implemented, i dnt know what specifically, maybe two flags one in each side of the door...
  • Sanguis_Tiberius
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    LordSlif wrote: »
    But If you can get in the keep by going over the wall, some mechanism to open the door from inside the keep must be Implemented, i dnt know what specifically, maybe two flags one in each side of the door...

    The only issue I see is balance. They'd have to make requirements like taking resources to use that kind of equipment. Otherwise people would pop over walls with that, open gates and make it even easier to take keeps. Not to mention now they wouldn't have to rebuild walls or doors. It's a tough balance.
  • LordSlif
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    LordSlif wrote: »
    But If you can get in the keep by going over the wall, some mechanism to open the door from inside the keep must be Implemented, i dnt know what specifically, maybe two flags one in each side of the door...

    The only issue I see is balance. They'd have to make requirements like taking resources to use that kind of equipment. Otherwise people would pop over walls with that, open gates and make it even easier to take keeps. Not to mention now they wouldn't have to rebuild walls or doors. It's a tough balance.

    These type of siege will require a lot of people to make them move and they are very slow
  • LordSlif
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    Zos can do that
    Edited by LordSlif on August 10, 2017 1:16AM
  • Sanguis_Tiberius
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    LordSlif wrote: »
    Zos can do that

    Yea without a doubt it's possible to balance. The only reason I don't think they'd do it is money. Adding/changing things in Cyro wouldn't get them DLC or crown cash so there's no monetary incentive for them.
  • TreeHugger1
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    LordSlif wrote: »
    But If you can get in the keep by going over the wall, some mechanism to open the door from inside the keep must be Implemented, i dnt know what specifically, maybe two flags one in each side of the door...

    The only issue I see is balance. They'd have to make requirements like taking resources to use that kind of equipment. Otherwise people would pop over walls with that, open gates and make it even easier to take keeps. Not to mention now they wouldn't have to rebuild walls or doors. It's a tough balance.

    Luckily smart people solved this problem for us, you will not be able to use ladders if the keep isn't under attack.
    I am all for temporary open field siege, sounds awesome.
    Anyway what you need to do now is to gather the ideas people suggested in my post and yours,list them in a new post in the pts forum and also link our posts to the new post. This way you will draw the devs' attention, otherwise all of these nice ideas will remain ideas:(
    Edited by TreeHugger1 on August 10, 2017 7:10AM
  • Sanguis_Tiberius
    Sanguis_Tiberius
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    LordSlif wrote: »
    But If you can get in the keep by going over the wall, some mechanism to open the door from inside the keep must be Implemented, i dnt know what specifically, maybe two flags one in each side of the door...

    The only issue I see is balance. They'd have to make requirements like taking resources to use that kind of equipment. Otherwise people would pop over walls with that, open gates and make it even easier to take keeps. Not to mention now they wouldn't have to rebuild walls or doors. It's a tough balance.

    Luckily smart people solved this problem for us, you will not be able to use ladders if the keep isn't under attack.
    I am all for temporary open field siege, sounds awesome.
    Anyway what you need to do now is to gather the ideas people suggested in my post and yours,list them in a new post in the pts forum and also link our posts to the new post. This way you will draw the devs' attention, otherwise all of these nice ideas will remain ideas:(

    I've never posted under the PTS forum before.
    So we need a list of ideas and links to all the old posts?
    Help me out here then,
    What ideas have been discussed outside of this post other than the ones mentioned?
  • UppGRAYxDD
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    Just a Few:
    1. Siege Sappers, set up siege bomb that can blow up a wall in a single burst, but has a like 3-5 min timer on it and also put a visual marker on a keep or outpost that it has been activated on for counter play.

    2. Burning oil zeppelins or balloons, placed once on target and they hover above dropping oil in increments abit slower then manually using oil pots.

    3. Siege ladders. They can be placed by any wall, have a building timer @3-5 mins, but can be pushed off by defenders and anyone on them takes massive fall dmg or instant death.

    4. Buff the hell out of the Scattershot catapult.

    5. MAN CANNON! Shoots one player at a time up and over keep/outpost walls. When you land you take alot of dmg and have a timeout timer for like 1 min after you land. Cannon can only be used on keeps currently under attack and have a 1 min cooldown after each launch.

    6. Defensive Measures. By this I mean like placeable walls, pits, traps, etc. Something else to defend with when outnumbered.
    Edited by UppGRAYxDD on August 10, 2017 2:12PM
    "Stendarr's mercy be upon you, for the vigil has none to spare."
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