Home › Forums › Mystera Discussion › Defensive design
-
AuthorPosts
-
September 21, 2016 at 12:36 am #1213
I think the building design is rather unexplored due to some reason, for example the fact that a war is not sustainable for more than a very short time. I feel we have not seen even a try at optimal play. The new rules (partial drop, lesser level loss, and locks), while being less hardcore, could change the attitude towards war.
I think this design could be useful in lessening damage upon death-in-sleep.
O = walls
U = doors
OUOUOUO
O O O O
OUOUOUO
O O O O
OUOUOUO
O O O O
OUOUOUO
O O O O
OUOUOUO
This is a little sketch and the design should be repeated many more times. You would leave different stacks of items in each room and sleep in another. the purpose is to discourage taking everything.
The design can be changed by having some walls be double or even triple ones. Having triple walls won’t hinder repairing if you place doors in a smart fashion.
I don’t know how locks work but I guess they could be put inside each room.
I would like to point out that a counter to locks is the attacker simply building his own walls around your building. That could be seen as crossing an unwritten line. How to counter this counter is left as an exercise to the reader.
September 21, 2016 at 2:06 am #1214Building a wooden palisade around the outside of a building is standard procedure when raiding a considerable structure. doing a similar thing to the underworld is also very standard.
September 21, 2016 at 10:44 am #1227Related to the topic, I was wondering why people don’t dump their items on top of personal gates and then build a ton of personal gates for storage. It should effectively do what you’re trying to do with that layered design with less space/walls, as far as I know.
Anyone know why it doesn’t work/why we don’t see it often?
September 21, 2016 at 12:42 pm #1228Cost, it is done in some bases with valuables, and often done with arrow towers ammo
September 21, 2016 at 2:09 pm #1230Also, if I were to suggest a change to this design, I would suggest shifting the intersections of each column by 1 space up or down so that at most, you only have intersections that head in 3 directions as opposed to 4 directions.
This allows you to repair the intersecting blocks.
+edit: Or hm, do blocks completely surrounded by other blocks not decay? I assumed they decay.
September 21, 2016 at 2:14 pm #1233All blocks decay, some faster than others. Blocks not connected by two or more others have a much faster decay rate
September 21, 2016 at 5:15 pm #1243September 21, 2016 at 5:25 pm #1244Oh, that was fixed a while back
September 22, 2016 at 12:40 am #1245Also, if I were to suggest a change to this design, I would suggest shifting the intersections of each column by 1 space up or down so that at most, you only have intersections that head in 3 directions as opposed to 4 directions.
This allows you to repair the intersecting blocks.
With the present design you can repair all walls, some of them while standing on doors.
One should think whether the shifted design makes you more or less vulnerable, especially if there are 3 or more attackers.
September 22, 2016 at 1:03 am #1246Oh yeah, you’re right, I’m dumb.
The shifted design does add more blocks to get “between” rooms, but because hammers hit 3 horizontally and 1 forward, it doesn’t actually make a meaningful difference.
September 22, 2016 at 2:47 am #1247The shifted design does add more blocks to get “between” rooms, but because hammers hit 3 horizontally and 1 forward, it doesn’t actually make a meaningful difference.
I ran a brief simulation of a 3-person attack against both layouts in my head and I still suspect that the non-shifted one would resist better. Try to track the order in which they would attack and the walls would yield.
Anyway, maybe the layout could be like this
C = basic unit
_ = nothing
__C__
_CCC_
CCCCC
_CCC_
__C__
Insead of this
CCC
CCC
CCC
September 23, 2016 at 2:52 am #1308Here’s a fun video of how to fail at defensive design:
https://drive.google.com/file/d/0B8B7QSuBUCmlUWdNSy1kSnM1bWc/view?usp=sharing
-
This reply was modified 8 years, 7 months ago by
RobinHood.
September 23, 2016 at 3:07 am #1310I guess that Rirth should have considered that area as outside, and stayed inside of the castle.
September 23, 2016 at 3:40 am #1311Heres a good one on how not to build your base
September 23, 2016 at 6:08 am #1320 -
This reply was modified 8 years, 7 months ago by
-
AuthorPosts
The topic ‘Defensive design’ is closed to new replies.