It looks like you're new here. If you want to get involved, click one of these buttons!
I have for a long time been irritated by a number of commonly accepted norms in sieging which actively create zergs and deter from tactical and strategic play.
1. The Destructibility of Objects
Here's a challenge - take a REAL great axe, give it to the powerlifting world champion and then get him to attack a barbican castle gate with it. You know what happens?
The axe blunts and or breaks and he acheives precisely nothing.
The idea that weapons (arrows, axes, swords etc.) or flash in the pan spells - withering necromantic attacks, splashes of flame or lighting strokes can seriously do any real damage to a proper fortress gate, never mind the walls - is crap.
The fact is - only tremendous and repeated impact or the kind of explosions which produce a shattering shockwave even touch fortifications.
Sieges would be so much better if you HAD to build siege weapons, or struggle up ladders or siege towers to beat enemy fortifications. Not just zerg the entrance for 5 minutes watching a health bar creep down from fifty people on auto-attack.
2. I Am Legion - the Zerg At Work
The reason the Roman Empire kicked the hell out of many times their numbers of barbarians in most battles was because the barbarians used zerg tactics.
Zerg tactics in the real world get you dead against organised opposition.
In the original dev chats about Age of Conan they talked about a system where formations of NPC troops could be assembled and 'soft capture' boxes placed within them where PC's could stand - where unless they made an active movement, they would then automatically follow the troop formations moves - which a PC commander controlled of course.
They dropped the idea and gave in to the ease of zerg mechanics.
Such a shame considering thay MMO has great combat and full impact...
This should be looked at again by someone - adventurous dungeon skirmishing etc is fine for what it is - but the battlefield should be the province of armies aka Total War - not the hordes of 'chaos'.
I zccept however that having larger armies and plots of PC's on screen is a technology problem at the moment - but the time will come...
Artillery is usually far too weak. Anyone getting hit by a balista bolt should die. Anyone getting crushed by a catapult or trebuchet shot should die. heavy damage, aoe knockdown and stun should hit those around exploding shot.
Artillery should be difficult to aim with a ranked skill for artillerists to increase accuracy based on training and practice.
Fire rate should be reasonably slow, but no targetting reticle or other warning should be given to targets.
You ran in front of the loaded and primed scorpion or didn't look up when it started raining capault shot - tough!
Battlements should give proper cover, increase the range of attacks fired from them and not block LOS of defenders.
Pretty basic stuff - but the number of games where hardly anyone goes on the walls and just wait for a breach to occur to face the zerg is shocking.
5. Open Gates
How many times have you had to defend a fortification whose NPC don't shut the gate, and there is no facility to shut it yourself?
Ridiculous isn't it...
If there is a 'defend x' quest at the location then the location should defend itself - not stand there with the gates open like clothes dummies with a deathwish.
6. Summon the Sappers!
Tunneling and counter tunneling. Sapper teams should be a resources - like siege weapons available to both sides. have a 10 min timer-limited sapper team build a tunnel under wall - then have it available as an access point which one person can go through at once into the fortification, or you can set a fire in it to damage or bring down the wall above.
With a slight visual indication of the proceeding tunnel on the far side of the wall - counter tunnels can be dug by defenders sapper teams to allow a tunnel fight for ownership - the defenders (if they take it) able to collapse it and end the threat.
Put these elements in then you have to fight smart, and zerging will be less than productive.