Follow-up Comment #4, bug #14076 (project wesnoth):
I'm not sure the Goblin Spearman is a relevant example. Indeed, it won't use
its melee weapon until aggression is bigger than 0.85. And even if it were to
use it, its melee weapon will perform a lot more damage than the ranged
weapon.
To put things a bit more in perspective, consider the average damage (the
example is still on plains at dawn). The Dark Sorceror will do 20 damage with
ranged, 30 with melee. The Goblin Spearman will do 1.4 damage with ranged, 23
with melee. That means that, while the melee attack is suicidal in both
cases, at least the Goblin Spearman will do +1500% damage with it!
To summarize, not only does the user interface not suggest the Goblin
Spearman to use the melee attack, but if it were to, I'm sure most people
would consider it a sensible course of action.
So, unless you find a cheap unit that has the same characteristics than the
Dark Sorceror (that is, a massive ranged attack), unit cost doesn't seem to
matter at all. And, for balance reason, I doubt you can find such a unit. So
I don't see a compelling reason to introduce unit cost in the weapon
selection equation.
By the way, lowering the aggression of the user interface is hardly a
conservative change. You will change evaluation for all the units, although
nobody complained about weapon selection in the general case lately. Fixing
the weapon analysis for AI is fine, but that would make the AI at least twice
slower. And if you wanted to be exhaustive, it could be 30x slower (a stack of
5 units with two attack weapons each).
_______________________________________________________
Reply to this item at:
<http://gna.org/bugs/?14076>
_______________________________________________
Message posté via/par Gna!
http://gna.org/
_______________________________________________
Wesnoth-bugs mailing list
[email protected]
https://mail.gna.org/listinfo/wesnoth-bugs