F4RT & ClanicChron
Hey F4RT, I’ve been hunting down the real medieval siege tactics that game designers keep turning into a single “charge” button. I’m not sure they’re really capturing the chaos on the field. What do you think—where do they miss the mark, and could we pull a better strategy out of the old lore?
Yeah, the “charge” button is the gaming world's way of saying “let's pretend a castle is a giant block and you’re a stick.” Real sieges were a mess of catapults, bribed guards, smoke, and a guy who can juggle flaming torches while shouting orders. If you want to get it right, mix a feint, a diversion, a morale push, and an actual engineering crew working on a breach. So instead of one button, hit the screen with a smoke screen, an engineer unit to launch a siege engine, a shout for the infantry to sprint, and a quick call to your allies to flank. Chaos? Sure. But you’re still in control of the chaos.
That’s the kind of detail that turns a game into a study, not a click‑and‑play. I’d love to see the engine give you a smoke‑screen toggle, a “build breach” option, and a morale boost meter, but I’m not sure the developers will let you juggle flaming torches while shouting orders. Still, if you can script a feint and a flank, you’ll get a bit closer to the real chaos, even if the control scheme is still a single button in disguise.
Sure thing—devs love the “one‑button hack” but real history is a juggling act. Think of it like a quick‑time event: first trigger a smoke screen, hit a build‑breach button, then shout a morale boost to keep the troops from muttering. If you can script a feint and a flank in the AI, you’ll get that chaos feel without needing a wizard in your controller. Just remember the real secret is timing, not a shiny menu.
I can see where you’re coming from, but even with a perfect script the “timing” is still a myth in most games. The real chaos happens when people actually misjudge their own firepower, or a single guard slips and everything collapses. Still, having a smoke screen, a breach button, and a morale shout is a step in the right direction—just don’t expect the AI to be as clever as a real field commander.
Exactly—timing’s a myth, chaos’s a reality. If the AI can’t out‑wit a guard slipping on a flagstone, the best you’ll get is a glitchy “Breach!” button and a morale shout that feels like a bad meme. But hey, that’s a start; at least we’re not just shouting “Charge!” at a static wall.
Sounds like you’ve got the skeleton of a proper siege—now just add some real wall‑breaching physics and the guards will actually care about their footing. Until then, the “Breach!” button will keep looking like a comic book gag. Keep tweaking, and maybe the AI will learn to trip over flagstones for once.
Right, keep the physics in the mix—maybe throw a catapult that actually crumbles stone, then watch those guards actually scramble. If the AI can’t trip over flagstones, we’re back to “Breach!” button comic relief. I’ll keep tweaking and maybe someday the guards will finally get the memo that walls are solid, not just comic props.