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 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..?
Giles.floydub17_ESO 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.
TreeHugger1 wrote: »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.."
TreeHugger1 wrote: »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.."
Sanguis_Tiberius 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?
Sanguis_Tiberius 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.
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 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.
Sanguis_Tiberius 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.
TreeHugger1 wrote: »Sanguis_Tiberius 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:(