This will probably not affect balance itself, but it will cause a slight
shift for the strategic value of a village.

At the moment, if a unit steals a village, the net income difference between
both players will be 4-6, depending on upkeep needs (4 if villages cover
upkeep completely, 6 if upkeep exceeds villages for both sides).

So the formula more or less goes like this: If a unit steals a village and
it is likely to get killed, it will have to survive at least 2 turns to make
up for its own cost (that would be a orcish grunt, not counting level 0's
for the moment). All other units better make sure to stay 3 turns (or more).

With your proposal, depending on upkeep you slightly raise the number of
turns for a unit staying on a village. If it is a scout (which is the most
likely candidate for a village steal) which costs 16-18 gold, then it might
raise the needed number of turns from 3 to 4. 

So all in all, village stealing with letting the stealing unit die on
purpose becomes a little less attractive from the economical point of view.
There might be other factors (like for example doing it as a distraction to
divide enemy forces to deal with the intruder) that still make it a
worthwhile option, though, so economy is not the only aspect to take into
account.

I'd be interested to know, what the reasoning behind that idea is. I don't
consider the slight strategic changes as being relevant enough to reject it,
but I also don't see why it would be an improvement over the current
situation.

Greetings

Yogi



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Original Message
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Another Idea I proposed at FOSDEM (but that went under the radar
since) is a small change in the way villages are grabbed.

I find that idea interesting but I don't have a fine grained enough
knowledge of game dynamics to forsee all the balance consequences

currently, when a unit from side A arrives on a village
* the unit looses all its MP
* the village is gained by side A

at A's next turn, it will gain resources unless another side kills the
unit and grabs the village


my proposal is to change this to

when a unit from side A arrives on a village
*the unit looses all its MP
*the village becomes neutral

at A's next turn
*all villages with A units on them become owned by A
*after that income is calculated.

this has the following consequences
* A's unit has to survive its opponent's turns in order to own the village
* However if A grabs a village, it's removed from the other team's
ressource immediately, this is not really an extra turn to save your
village.

Thoughts ? comments ?

I plan to add it to EasyCoding or NotSoEasyCoding if nobody voices a protest

Boucman

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