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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