Oh yeah - this will utterly fix the issues that we've always had with
water battles. That's one place where the current wesnoth system is
broken.
We need something to make water units good at defending, but only
good at defending from land units, not water units. If it's a water-
water fight, then it should be like grassland combat.
This will provide that, through a simple filter depending on what
terrain the victim is in. Ex: for mermen, any unit in water would be
given a 50% or better chance to hit - like the rest of the system,
this is flexible, and the amount of bonus can be changed per unit.
Consistency is achieved through macros. This part will really only
be used on water units, or possibly on strange units like dryads and
woses.
On Nov 28, 2005, at 3:33 AM, Richard Kettering wrote:
The CTH system will allow us to give small (or large) bonuses to
units which we currently do not give a bonus because it would be
too powerful. This has been suggested before (an equivalent of
Marksman for melee units), but has not been implemented because of
naming problems, and the lack of certain units (ex: Master-at-
Arms) who would use it. This will allow us to subtly reflect the
skills of certain special units without having to heavily modify
their stats in a bad direction to keep them from being overpowered
with the current abilities. As I said before, this will *rarely*
be used (no more than magical and marksman are - like the former,
only about one unit from a faction _might_ get the ability).
Compared to certain other modest code additions, such as the
business Darth Fool did to plague, this should be fairly simple to
implement.