Massively goes to WAR: Sieging keeps and assaulting fortresses
Filed under: Fantasy, PvP, Warhammer Online, Massively Hands-on

Read on below the cut for details on this expansive system. We'll discuss what exactly the point of Keep gameplay is, why it wasn't initially included in the game's design, and how all of this combat is merely the precursor to the ultimate act of sacking a Capital City. Call out the guards, and read on.
| Bonus Trivia: Right now the development team has effectively completed the Keeps for Dwarves, Empire, Chaos, High Elves, and Dark Elves, with the Greenskin Keeps entering the beta sometime this week or next. |
In response, the team imported one of the most interesting components of DAoC's RvR system: stout structures that can be captured and held which exert an area of control within a zone. Keeps. Keeps, at their core, are a method of ensuring that players participate in open-world RvR in a meaningful fashion. Instead of just random feints and swipes at the opposing realm to no real end, players have specific objectives in each zone: capture and hold the enemy realm's keep or keeps, while defending your own.
Mr. Wheeler compares the gameplay to Dark Age of Camelot, noting that the game is a "mix of old Frontiers and new Frontiers. Some players liked the old one better, some liked the new version better so we're splitting the middle with how we're doing the Siege and Keeps in WAR."
Probably the biggest change from the DAoC gameplay is that Siege weapons are not craftable. Instead, it's "diminutive Siege lite"; Siege weapons can be purchased from War Camps throughout the world, with four different types of weapons available. Also unlike Camelot, Siege weapons are not placeable just anywhere around the structure. Instead, 'Siege pads' can be seen in strategic locations around the front of the Keep. The first time you encounter these buildings, attackers will have just one or two ranged pads, and a single pad in front of the door for a battering ram. At higher levels, and especially up through the Fortress encounters, both attackers and defenders are given numerous places to drop the massive weaponry required to fulfill their goals.
| Bonus Trivia: Battlefield objectives haven't been removed, just shifted in purpose; instead of being the core to open-field RvR, they now add to the number of Keep guards your realm has ... and they're guarded by NPCs. |
As outlined in a production video on the official site, your time leveling through the game is delineated into tiers of content. Tier one, the starting zones, don't actually have Keeps at all. Battlefield objectives, which haven't been removed from WAR's design, are the goals for Tier 1 open-field RvR. They're guarded, of course, and like all RvR elements they contribute to the overall war effort; they push points up the tiers in the direction of Tier 4.
Tier 2 offers one Keep in each of the two associated zones for the realm's struggle, with no outer wall. With the aforementioned limited number of Siege pads, the designers expect that these structures will flip-flop fairly regularly; without the external layer of a wall's protection, a Keep undefended by players will be a tempting target.
| Bonus Trivia: AoE Siege weapons actually have a small targeting reticule in the mini-map window; this allows you to actually fire over walls in a directed fashion. |

| Bonus Trivia: Siege weapons have a "funky Transformers-build" effect as they're placed onto Siege pads; indeed, the Hellfire cannons muzzles slammed down onto its frame out of nowhere, an impressive animation. |
Boiling oil is the third type of weapon available, with this example a purely defensive deployable. Oil is placed directly above the Keep's main door, right in line with the Siege pad attackers will be using for their battering rams. Oil is a focus damage attack with a damage over time aftershock, allowing players the chance to jump out of the way after the initial blow. Mr. Wheeler notes that the Adam Gershowitz and the career designers are working to give classes siege-specific abilities; Heavy tanks, for example, will be able to put their shields above their heads to gain some cover from the oil's burn.
The first keep we examined, the location of our Siege weapon demonstration, was a dwarven Tier 2 structure. The Tier 3 High Elven zone of Saphery was the location of a discussion on Keep architecture and advanced techniques. Brian noted that each race has its own unique architectural style, and that Keep layouts differ between racial pairings. Within the pairing, though (Greenskins and Dwarves, for example) the internal Keep layouts are almost identical to ensure players always know where to go.
| Bonus Trivia: Designers are toying with the idea of not only changing the number of guards based on the number of battlefield objectives held, but also the number of Siege pads available to both sides. |
They also demonstrate the final Siege weapon, the battering ram. They describe the mini-game mechanic as a "Tiger Woods golf swing". The more people on the ram, the more damage it will do. Rams are additionally useful as defense, with some offering protection from the boiling oil defenders will be deploying above.
Even once raiders are through the doors, the developers note, there is still the matter of the Keep guardians. For Tier 2 Keeps, they estimate that at least three groups of players will be required to take it – and that's if there are no defending PCs at all. Even battlefield objectives aren't soloable in the new vision of the game.
Reikland is the Tier 4 Empire zone, and almost the first thing you run across when entering the zone from Praag is one of the massive max-level Keeps. The Empire/Chaos look is very gothic, but both sides have some similarities. Wheeler observes that the Keeps don't completely change shape and look when they're captured. Instead, there are a number of subtle and not-so-subtle visual cues to indicate a change of ownership. Examples might include smashed windows, cannonballs embedded in the walls, and plumes of smoke.

| Bonus Trivia: Bonus Trivia: The theming on upper-level Keeps is very impressive; the last Keep you'll defend before falling back to the Imperial Fortress is essentially a massive mausoleum. |
Similar to the regular Keep defense or offense, a Public Quest kicks off when the doors come under attack. Both sides in the conflict are drawn into the fray, and a timer begins an inexorable countdown. From that point on, the attacking army has one hour to kill the Fortress lord or the campaign in this part of the world resets to default conditions.
Beyond the main gates is a sprawling internal area filled to the brim with defending soldiery and (one would hope) dozens and dozens of players. There are Siege points within the walls as well, to allow attackers to press the offensive and continue to move into the Fortress Lord's sanctum. In the Fortress, things are skewed slightly in the attacking army's favor. There are a generous four Siege pads, an attempt to overcome the likely huge number of defenders that will be assaulting the invading army.
With the Fortress Lord slain, the campaign moves into the singular City conquest element. Players fighting in the streets, unique Public Quests, the sub-bosses, and ... finally, the assault on the racial leader. If you're interested in that game element, please be sure to check out our guide on how to sack a player city.
| Did you enjoy this? Make sure to check out all of our previous Warhammer Online coverage, and don't miss any of the rest of the articles in this series as Massively goes to WAR! | |



















Reader Comments (Page 1 of 1)
ScytheNoire said on 11:27AM 6-06-2008
This game just has so much cool stuff built into it. It's going to be a miracle if they can pull this all off for launch, even after having delayed the game a few times. This game will be epic, and doubters can eat their crow afterwards.
Reply
Reader said on 1:09PM 6-06-2008
I sure hope so; I plan to play it and want to see it crush AoC. Hope I can get all my friends to start on the same side and server though. Other games I just join them, but I plan to be playing this from Open Beta and out.