An easy way to 'cheat' raids is to get down to 1-3 illagers on a wave, trap, distract, or lose them, and meantime restock and re-fortify etc. while the raid progress is frozen on the current wave by the surviving illagers.
To prevent this, I propose that if the game has an existing wave with few illagers left, it should start the next wave after a few minutes (this already happens if the illagers get so lost that they leave the village boundary).
With 3 illagers left, the next wave begins in 6 minutes.
WIth 2 left, the next wave begins in 4 minutes, or the previous time for '3 left' if it's less than 4 minutes.
With 1 left, 2 minutes, or the previous time for '2 left' if it's less than 2 minutes.
Sounds good, I support. Alternatively, the waves could come one after another with pre-set timers when one comes after another, so if you delay the first wave next ones will follow anyway and pile up.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
Sounds good, I support. Alternatively, the waves could come one after another with pre-set timers when one comes after another, so if you delay the first wave next ones will follow anyway and pile up.
There are three situations where it could happen because of too slow killing:
1) The village is overrun and it's a matter of time for the raid to be complete, so it doesn't matter whether it's done with fewer or more troops, because it is done.
2) The illagers have been trapped to delay the further waves - doesn't make sense, why would the with-shield-or-on-shield illagers wait till they are all dead? And how would they verify they are all dead?
3) The village is walled off and the raiders simply can't come - if it's done slapdashly, the Evoker will establish line of sight and punish the player with vexes and fangs for shoddy work. If the wall is decent enough to block LoS at all times, then it wouldn't matter much. Maybe it could even benefit the player, because the entire raid could possibly be condensed into one spot to wipe out using one lava shower with single TNT soap.
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Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
An easy way to 'cheat' raids is to get down to 1-3 illagers on a wave, trap, distract, or lose them, and meantime restock and re-fortify etc. while the raid progress is frozen on the current wave by the surviving illagers.
To prevent this, I propose that if the game has an existing wave with few illagers left, it should start the next wave after a few minutes (this already happens if the illagers get so lost that they leave the village boundary).
With 3 illagers left, the next wave begins in 6 minutes.
WIth 2 left, the next wave begins in 4 minutes, or the previous time for '3 left' if it's less than 4 minutes.
With 1 left, 2 minutes, or the previous time for '2 left' if it's less than 2 minutes.
Sounds good, I support.
Alternatively, the waves could come one after another with pre-set timers when one comes after another, so if you delay the first wave next ones will follow anyway and pile up.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out
That sounds a bit too harsh to be honest.
There are three situations where it could happen because of too slow killing:
1) The village is overrun and it's a matter of time for the raid to be complete, so it doesn't matter whether it's done with fewer or more troops, because it is done.
2) The illagers have been trapped to delay the further waves - doesn't make sense, why would the with-shield-or-on-shield illagers wait till they are all dead? And how would they verify they are all dead?
3) The village is walled off and the raiders simply can't come - if it's done slapdashly, the Evoker will establish line of sight and punish the player with vexes and fangs for shoddy work. If the wall is decent enough to block LoS at all times, then it wouldn't matter much. Maybe it could even benefit the player, because the entire raid could possibly be condensed into one spot to wipe out using one lava shower with single TNT soap.
Dwarf gamer found:
Buildings - square, not round
Materials - from rubble mound
Dark caves - lit 'n' cleaned out
Settlements - deep underground
Farmability - to grinder bound
Shields - made creepers but sound
Axes and crossbows - taking mobs out