URL:
<http://gna.org/bugs/?9955>
Summary: Allow defensive units to choose to hold back on
counterattacks
Project: Battle for Wesnoth
Submitted by: oesten
Submitted on: Sunday 09/09/2007 at 03:47
Category: Feature Request
Severity: 3 - Normal
Priority: 5 - Normal
Item Group: User Interface
Status: None
Privacy: Public
Assigned to: None
Originator Email:
Open/Closed: Open
Discussion Lock: Any
Release: 1.3.7
Operating System: Windows
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Details:
I think it would really add an extra element of depth to strategy to allow
units on the counterattack to hold back on their defensive blows, for the
sake of either maintaining a buffer to prevent them from being overwhelmed by
possibly dozens of extremely low-level units and/or to severely damage an
opponent to allow a weaker unit to make the killing blow to advance in XP.
It would also add an element of realism to the battle, sort of like having an
experienced fighter tutor a novice by having the novice watch the preceding
blows, then the novice puts the observations into practice by finishing the
opponent (when their offensive turn comes around). It would also add a bit
of realism in that a defending unit literally does not need to fight back;
they could just take an extremely defensive pose (to go along with this, a
damage modifier might be subtracted from the attacker's score).
I do envision this addition being an option, as it's not of much use in most
cases, but would be extremely useful on some levels, such as say "Valley of
Death - The Princess's Revenge".
As far as the user interface is concerned, a minor revamp of the defensive
game play is required. An extra step would have to be added, most likely
borrowing from the offensive screen, in which the defender would be informed
of how they are being attacked and given an option of how severely to respond
(for each damage level possible per weapon type chosen by the attacker) and an
additional combat logic statement (if (offensive HP)=(desired damage level)
then (stop counterattack or miss all remaining shots).
So, say there exists an Elvish Marksman with two weapons, a sword (6-2) 70%
and a longbow (8-4) 70%. Say it's counterattacking a Troll Whelp with 12 HP
remaining. It would have two options for the sword; stop after lowering the
Troll HP to 6 if possible, or stop after lowering it to 0 if possible, and no
options for the longbow due to the Whelp not using a ranged attack. The Troll
Whelp would get to use all of its counterattacks against the Marksman.
I'd like to point out that this feature enhancement would go extremely well
with two other feature requests I've put in (while we're mucking around in
the attack/defend UI anyways), "Display Damage Calculations with offensive
options", and "Allow offensive units to hold back on attacks".
My apologies if this suggestion has already been put forth; it's kind of a
hard thing to search for, since it can be worded several different ways with
very common words. I put it's importance a bit higher than a wish or minor,
because I do believe this would be a significant enhancement to gameplay.
_______________________________________________________
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