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 *************************************************************** Original Message *************************************************************** 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 _______________________________________________ Wesnoth-dev mailing list Wesnoth-dev@gna.org https://mail.gna.org/listinfo/wesnoth-dev _______________________________________________ Wesnoth-dev mailing list Wesnoth-dev@gna.org https://mail.gna.org/listinfo/wesnoth-dev