On 2010/4/2, Fabian Mueller wrote: >> I'm not sure this is the way to go, as it would cause all the >> balancing effort to be lost. > Are you talking about slow/poison only or is really "all the balancing > effort" lost for some reason I don't see?
Yes, slow and poison. (And all the campaign abilities, since I don't see a reason to restrict this mode to multiplayer only.) >> I think it would be better for units to >> always do damage, but with weak hits and critical hits. Only critical >> hits would apply abilities and their chance to hit would be the >> current one. > The critical hits that can apply abilities (you are still talking about > slow and poison, right?) > is a good idea to balance the abilities, but giving the damage always is > much to radical for > my taste. > I like Wesnoth's luck system and don't want to remove it completely. Neither do I. In case it wasn't obvious: weak hits deal reduced damage. For instance, a 33-67% split between weak and critical hits for a unit with 70% chance to deal 10 damage currently would cause the unit to deal 4 damage when missing and 8 damage when hitting. (I'm not saying the 33-67% split is an interesting split, it's just to give an example.) The 0-100% split is the current system. The 50-50% split is a system without luck involved (except for abilities). Best regards, Guillaume _______________________________________________ Wesnoth-dev mailing list Wesnoth-dev@gna.org https://mail.gna.org/listinfo/wesnoth-dev