URL:
  <http://gna.org/bugs/?12789>

                 Summary: Allow campaign developers to limit saving; Head
Over Heels way
                 Project: Battle for Wesnoth
            Submitted by: None
            Submitted on: Saturday 12/27/2008 at 00:50 CET
                Category: Feature Request
                Severity: 1 - Wish
                Priority: 5 - Normal
              Item Group:  None of the others
                  Status: None
                 Privacy: Public
             Assigned to: None
        Originator Email: [email protected]
             Open/Closed: Open
         Discussion Lock: Any
                 Release: 1.5.6
        Operating System: GNU/Linux

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Details:

Sometimes you checked the Damage Calculations and there's a very small chance
the Defender will die, which you really want to happen. Or, one of your
important (recalled) units suddenly has a very high change of dying after
ending your turn. Most people who've played (for example) Under the Burning
Suns on Nightmare difficulty, will know what I mean by "Load Game-Attack
Enemy-Load Game-Attack Enemy". The Load Game option is something you
sometimes can't do without, but overusing it can spoils some of the fun.
"Then don't use it," you probably think.

That however is easier said than done ("Farewell Huraldur. Your loyal service
won't be forgotten."), and saving can be useful or even necessary at times.
Limiting the number of times a user can save a game might be a really
interesting solution here. Especially if it's implemented in the Head Over
Heels way. That video game allows users to choose when they save their game,
but it costs them a Reincarnation Fish. Those fish they can find on the
playing field. The fish are either clearly visible or hidden, and may or may
not be guarded. ("Check the SAVE GAME menu to see how many Fish you have left
to be used.")

By now, you must know where I'm getting at. It would be nice if Wesnoth would
allow campaign developers to optionally limit the amount of times the user can
save their game. A scenario could start with unlimited (value: -1), no (value:
0) or a couple of (value: 1 or more) save options. During the game, the
developers could allow users to get extra save options. Those could be gained
by picking flowers or stones, finding potions, moving on altars, whatever you
think would be the coolest.




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