Pureon Posted August 25, 2014 Report Share Posted August 25, 2014 The point of tunneling isn't to move units underneath the wall, but to dig out under the foundations and collapse it. It would make a great cheaper ranged siege for a player dealing with fortification encroachment.Exactly Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 25, 2014 Report Share Posted August 25, 2014 Then If possible we should have crumbling wall meshes, just like wall with grates (that would be more receptive to this tech ie : LOTR) with the same passability as gates, so when the wall is sabotaged units are able to pass, but not as much as a full broken wall. Quote Link to comment Share on other sites More sharing options...
LordGood Posted August 25, 2014 Report Share Posted August 25, 2014 Then If possible we should have crumbling wall meshes, just like wall with grates (that would be more receptive to this tech ie : LOTR) with the same passability as gates, so when the wall is sabotaged units are able to pass, but not as much as a full broken wall.Its not just for walls either, any building with a floating foundation is susceptible to tunneling Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 25, 2014 Report Share Posted August 25, 2014 Oh sure There should be a restriction though ^^I was thinking of having an invisible/ shown as one of your soldier with your color unit to do that, and that unit being able to garrison in the building of the attacker' choice. That'd be the start for special units. (You could afterwards extend it to be a thief etc it could go through doors etc) Quote Link to comment Share on other sites More sharing options...
oddchild Posted August 28, 2014 Report Share Posted August 28, 2014 There should be a chance of failure though. A certain % of the time, that the tunnel collapses before arrival at point and kills the people working in it. The further away the higher % of failure perhaps... Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 28, 2014 Report Share Posted August 28, 2014 There should be a chance of failure though. A certain % of the time, that the tunnel collapses before arrival at point and kills the people working in it. The further away the higher % of failure perhaps...Mmh that need to be discussed. Easier from people on walls to see what's going on if it's just below there wall than when it started far away. It could cost money though, farthest the more expensive. Quote Link to comment Share on other sites More sharing options...
oddchild Posted August 29, 2014 Report Share Posted August 29, 2014 Furthest would be the more stealthy way. The enemy might not see the tunnel (which would be more accurate) but should hear attack sounds and maybe show the wall decaying. Just show on the "radar" that the wall is under attack but not show from where. Quote Link to comment Share on other sites More sharing options...
auron2401 Posted August 29, 2014 Report Share Posted August 29, 2014 Stronghold did tunnelling great. Would find a video demonstrating - but all the fracking videos now are of 1000 of this versus 1000 of this... *sigh*If you can do tunnelers like stronghold tunnelers (without all the stress and bugs) all will be well. 2 Quote Link to comment Share on other sites More sharing options...
oshron Posted September 2, 2014 Report Share Posted September 2, 2014 i'd say a good way to balance tunneling would be to make destruction of the entrance equate to a tunnel collapse. while there would realistically be a chance to dig the tunnelers out, i think that would probably be too complicated to try and emulate in a game. the tunnel could be dissimilar to other buildings you can garrison in that units won't automatically bail out when it's nearly destroyed (the justification being that the tunnel is too difficult to escape from in a pinch like that compared to, say, a fortress) and, unlike other buildings, it could be vulnerable to regular soldiers as well as siege--the justification here would be that a soldier comes up to the tunnel and just goes to town on the entrance, smashing it with his sword or a field shovel or whatever he has on hand to trap the tunnelers withinalso, i think such a feature should be specifically labeled a Siege Tunnel, while other tunnels could be used for various purposes, namely scenario design--think a tunnel connecting two group of soldiers that the player controls but are separated by an impassable mountain range 2 Quote Link to comment Share on other sites More sharing options...
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