On 04/02/2010 01:39 PM, Guillaume Melquiond wrote: > 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.) > > Every ability that influences HP or amount of strikes can be multiplied as well, I see no problems there. >>> 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). > Okay, no I understand your proposal. I see one problem, at which adjustment would you aim for the same balance as the normal gameplay? Most likely the poison/slow whatever issue would only be balanced around a single value, and I think we shouldn't offer a slider that can be used to unbalance the gameplay too much.
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