NIKn Posted March 30, 2021 Report Share Posted March 30, 2021 Considering existing of capturing mechanic it looks like a Big Flaw. Set ownership demand for deleting up to 100%, prohibit deleting while enemy is near; replace deleting with demolishing with workers; set an irrevocable timer for deleting equal to average construction of that building. I've lost my town but had an army in the direction of enemy's empty town. And when my ownership was in few seconds civic center has been deleted. Inability to use this mechanic was frustrating. Surely will be again. I had to at least write about it. Sorry my english. 1 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 30, 2021 Report Share Posted March 30, 2021 The capturing mechanic in general is just frustrating. I like some if your suggestions though. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 30, 2021 Report Share Posted March 30, 2021 1 Quote Link to comment Share on other sites More sharing options...
LetswaveaBook Posted March 31, 2021 Report Share Posted March 31, 2021 I voted that it is not abuse. I think that we have to see it in perspective. It is so hard to reclaim your own territory if someone sneakily captures your own CC, temple or tower. So I think it is only fair if you are able to delete it. 3 Quote Link to comment Share on other sites More sharing options...
NIKn Posted March 31, 2021 Author Report Share Posted March 31, 2021 10 hours ago, Lion.Kanzen said: Yes, I saw this. My post has some another suggestions and context of a complain. 2 Quote Link to comment Share on other sites More sharing options...
NIKn Posted March 31, 2021 Author Report Share Posted March 31, 2021 I stay with the same. Instant destroying of buildings in a game with capturing mechanic is a flaw. Destroying buildings to prevent its capturing could be shaped in another mechanic. Set it on fire or something. 1 1 Quote Link to comment Share on other sites More sharing options...
Player of 0AD Posted March 31, 2021 Report Share Posted March 31, 2021 I think a capture should not capture a building, but destroy it. Or at least make it possible to destroy the building always if it is still yours. Quote Link to comment Share on other sites More sharing options...
azayrahmad Posted March 31, 2021 Report Share Posted March 31, 2021 (edited) I think someone has proposed here in this forum that deleting building should decrease building HP gradually, and I agree with it. This proposal sounds similar. In addition to this idea id also like to add that building deletion should be able to be cancelled. This is useful to prevent accidental deletion and allow opponent to retake captured building and stop the process. Also I think instead of calling it deletion it should be called salvaging since we got loot from it. Edited March 31, 2021 by azayrahmad Salvaging idea 3 Quote Link to comment Share on other sites More sharing options...
alre Posted March 31, 2021 Report Share Posted March 31, 2021 I think it is an abuse, but I do it anyway. Problem is that conquering is too strong (and buildings are too strong themselves). I'd like conquering replaced with another mechanic like "pillaging", to disable a building and get loot, but without gaining control of it. 1 Quote Link to comment Share on other sites More sharing options...
Radiotraining Posted April 3, 2021 Report Share Posted April 3, 2021 (edited) On 31/03/2021 at 5:10 PM, alre said: I think it is an abuse, but I do it anyway. Problem is that conquering is too strong (and buildings are too strong themselves). I'd like conquering replaced with another mechanic like "pillaging", to disable a building and get loot, but without gaining control of it. I like this! Sounds like a good mid-way to prevent the misuse of the autodestroy button. I would argue it could also be a "middle-step" in the conquering process, so to incorporate something similar to the RoN concept, but in a more consistent way to 0ad gameplay: 1. First you neutralize the buildings, they lose owner and return to gaia. This is often the primary goal when it comes to conquer the enemy, especially with turrets and defensive stuff that can be annoying and you just want to have them out of the way 2. Then you can actually "conquer" (or annex) the building to your own. If you fail to do so, the buildings will remain neutral but eventually return slowly to their original owner and you lose your advantage. This would lengthen the overall process of conquering enemy's buildings and prevent too much spoilage of the feature, but still retaining all the original mechanics and without penalizing siege/conquest. I don't know, just throwing ideas there I don't use much the auto-destroy strategy, but I agree is unfortunately prone to be abused in a competitive setting :| Edited April 3, 2021 by Radiotraining 1 Quote Link to comment Share on other sites More sharing options...
Grapjas Posted April 3, 2021 Report Share Posted April 3, 2021 I think it makes sense that if you cannot defend a building, it can be captured. Especially if said building is empty. I much like this mechanic personally. As an replacement to destroying buildings, you could make it that players need to debuilt buildings with men if you want that building gone, equal to the build time of that structure. Now the attacker has to weigh the choice of putting soldiers focus on debuilding and being a sitting target, or attacking. Also a timer after capturing the building until the building is actually yours would work well too imo. On 31/03/2021 at 4:04 PM, azayrahmad said: In addition to this idea id also like to add that building deletion should be able to be cancelled. This is useful to prevent accidental deletion and allow opponent to retake captured building and stop the process. +1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.