[Wesnoth-dev] State Of The Peasantry: Part 3 -- the key campaigns

2007-04-13 Thread Eric S. Raymond
This is part 3 of The State of the Peasantry, in which I take a more 
detailed look at Peasant usage where it actually matters.

The South Guard:

In Born To The Banner, all Deoran can recruit is Peasants until he
reaches the river fort (typically second turn).  Even after he reaches
the river and can recruit Spearmen and Bowmen, he's only got 90GP to
start so recruiting a peasant swarm is not necessarily a crazy
strategy.

Deoran's Peasants must fight chaotics of L1 and up.  This means that the
way combat odds differ over the day-night cycle is going to be dominated
by the *enemy's* swing in expected damage dealt per round, not the
Peasant's.  (Credit to Zookeeper for pointing this out.)

Take a typical case, Peasant vs. Thug in melee.  Peasant oscillates
between 6-2 and 4-2 (6 vs. 4 expected damage).  Thug oscillates
between 6-4 and 4-4 (24 vs. 16 expected).  There's a factor of 4 
difference in the day-night swing of expected damage.  

Essentially, when the Peasant is fighting even a L1 chaotic, his
day-night bonus is swamped.  (And the swamping only gets more thorough
for L2 and L3 creatures.)  Changing the Peasant's alignment to neutral
or even chaotic would probably have no discernable effect on the
scenario balance even if the Peasants were doing most of the fighting.

But while fighting this scenario with a peasant swarm might be possible, it's
not the way any real player is likely to do it.  Instead, one recruits
a handful of Peasants to run around grabbing villages while a couple 
of armored fighters take out bad guys.  When you get more villages you
build troops, not more Peasants.

This means that even the Peasant's combat stats don't matter much in
this scenario, and couldn't short of a power-up by a factor of about
two (Peasant's 5 expected damage on a hit vs. Spearman's 11.5).

My experience playing the scenario accords with this analysis.

There's been some suggestion (notably from Eleazar) that a neutral or
chaotic L0 with chaotic advances would make too many units available
to Deoran.  But, in fact, Deoran later gets the ability to recruit all
the plausible advances for a chaotic Peasant.  So, in this campaign at
least, we can't screw it up much by having those in its advancement path.

I conclude that both (a) none of the different L0 proposals floating around 
will do anything significant to the balance of this scenario, and (b) any
other non-ridiculous L0 design we came up with would be safe too. 

Scepter of Fire:

In the Outriding the Outriders (#7) scenario, the player must outrun
and outmaneuver Elvish pursuers.  If I read the WML correctly (I
haven't played this), the player has no units other than himself.  To
delay the Elves, he can activate a friendly AI-run team that recruits
Peasants and Spearmen.

The result is a 12-turn game of tag with the Elves as chasers, the
player's hero Alanin as it, and some friendly but AI-controlled
Peasant and Spearman blockers.

Because the Elves are neutrals, the alignment of the Peasants might
actually matter some in this scenario, at least in theory.  But with
only twelve turns and a fixed order of battle, the basic function of
the Peasants is just to get in the way for a short time while Alanin
skedaddles.  Their survivability for longer than a turn of contact
shouldn't be an issue.

Again, we'd have to change the Peasant a *lot* before this scenario
would be at all sensitive to it.  Even supposing we did, retuning
would be a simple matter of adjusting the number of prepositioned
friendly units.

And the advancement tree of the Peasant (or any other L0 plugged into his
places) wouldn't make a damn bit of difference, because you don't get to
recall the AI-run Peasants.

Northern Rebirth:

The first scenario of NR, of course, is the archetypal swarm'o'peasants fight.
It's the prospective mainlining of NR that led to Zookeeper (and some others) 
to griping that the player should have a more interesting unit mix, which 
led to the whole L0 debate.

I've played this one several times in the process of helping Taurus polish NR.
I've also discussed its tactical logic (and possible variations on it) 
with him in considerable detail.  (I find I can visualize the map in
a perhaps disturbing amount of detail.)

On the one hand, the Peasant's alignment doesn't matter here, either.  Same
logic as TSG applies, but more strongly -- the Orcs have a higher average 
damage than human chaotics, so the spread between their contribution to the
day/night swing and the Peasant's is even larger.

On the other hand, this scenario is uniquely sensitive to the
Peasant's combat stats and HP, for the obvious reason that Peasants
are doing all the fighting.  If five or six peasants can swarm a lone
wolfrider, they'll need on average about two turns to take him out.
He will only kill one of them in a bit less than three turns on average.
And the Peasants do travel in mobs if the player has any clue at all
-- which means that the Peasants wouldn't have to get much more

Re: [Wesnoth-dev] State Of The Peasantry: Part 3 -- the key campaigns

2007-04-13 Thread Eric S. Raymond
[EMAIL PROTECTED] [EMAIL PROTECTED]:
 OK, that's a nice thorough analysis, but you obviously haven't played
 tSG.

Sure I have!

I'll reply to your storyline-based argument when I post my revised
L0 proposal.

 My goals for these honestly are:
 1) to make some L0 humans which would be generally useful
 2) make some more appropriate L0 humans for tSG.

What about tSG needs fixing?  I just demonstrated that the Peasant's
alignment and stats aren't very important to the scenario balance.
And Peasants seem story-aspprpriate there.  So what needs to change?
-- 
a href=http://www.catb.org/~esr/;Eric S. Raymond/a

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