Siege mechanics

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info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.

A siege occurs over several phases.[1]

  • Certain siege mechanics may be gated for specific size groups during sieges.[2]
  • There will not be a deserter debuff for leaving a siege before it is complete.[3]
  • More will be revealed in an upcoming blog entry.[1]

Server prime-time

Gli eventi PvP basati su obiettivi come assedi al nodo, assedi al castello, guerre di gilda, e guerre ai nodi accadranno durante le ore di punta tra le 3 e le 9 di sera orario del server. Tutto ciò deve essere testato.[4][5][6]

  • Le guerre di gilda e le guerre ai nodi possono essere dichiarate in qualunque momento, ma gli obiettivi appariranno soltanto durante le ore di punta.[7]

Siege participation

Non-registered combatants are not permitted on the siege field in castle or node sieges.[8]

  • Players may choose to respawn at their HQ as long as they are registered.[11][14]
    • Non-registered guilds are not granted the ability to take ownership of the castle if victorious.[11]

Lower level characters will have usefulness in mass combat that does not depend on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[16]

Siege alliances

When a siege begins, temporary alliances are formed among attackers and defenders.[17]

  • For node sieges, citizens of the node or provincial nodes being attacked are automatically registered as defenders.[18]
  • There are many reasons to participate as an ally in the attack or defence of other nodes.[19]
    • Titles.
    • Items.
    • Materials.
    • Money.
    • Social bonds.

Many incentives exist that can benefit your node and yourself personally by participating in the attack or defense of cities. These range from titles, to items, to materials, to money. Additionally, aiding others may help you strengthen bonds when your assets are threatened.[19]Steven Sharif

Siege PvP

Sieges don't use the PvP flagging system.[20]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[21]

Siege NPCs

Siege NPCs, NPC guards, and mercenary NPCs serve as defense points during sieges and other events.[22][23]

  • Only combat NPCs are killable during a siege. Non-combat NPCs, such as merchants, will despawn and will respawn if the siege is unsuccessful.[22][24]
  • Mercenary NPCs can be hired in advance.[22] They are intended to be a significant presence but not the main line of defense in a siege.[25]

Mercenary NPCs

Mercenary NPCs can be hired to participate in objective-based situations.[27][28][29]

  • Varying tiers of mercenary NPCs may be unlocked based on the investment made in their progression. Highest tier NPC mercenaries are referred to as heros.[30][31][27][28]
  • Players can assign mercenary NPCs, but won't micromanage them, in a similar manner to pets.[29]
There are mercenary NPCs that can be assigned to players. We've discussed about that before and those will follow generically... a pet system even adopted majority of the pet system with the added bonus of objective based points of interest that you can assign them to. But we don't want to inundate the field with these mercenaries they'll be few and far between. They'll be assigned specifically like let's say for example as the mayor of a node during a siege you'll be able to assign these two specific players that are citizens within your node and then they'll have those they'll spawn during the during the node siege; or vice versa and the castle siege guild leaders can assign mercenaries that are available based on the progress of those subsidiary nodes around the castle siege whether or not you have those available to your defense or your attack.[29]Steven Sharif

Siege objectives

info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.

Each node has a number of districts, depending on its stage.[1]

  • Districts are taken by defeating a "raid boss" guard NPC in that district.[1]
  • If attackers take over a district, they gain that district as a respawn location.[1]
  • Attackers can kill the quartermasters to increase the respawn times of the defenders while reducing their own respawn times.[32][1]

Defenders can assault the outposts of the attackers to hinder them.[1]

  • Destroying the headquarters of the attacking army is a victory condition for the defenders.[32][33]

Attackers may not be capable of deleveling a node. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.[34]

As the attackers are sieging a city they have obviously a win condition- a win objective- but additionally there can be casualties from a structural standpoint during that process. So let's say if the... attackers were to not succeed in completely destroying the node they could still affect damage across multiple types of buildings that are present within the node, which disables services for that those citizens and also will require some type of reconstruction effort on behalf of the citizens.[35]Steven Sharif

See also

Riferimenti