-- Do we want to add several new factions to mainline?
If they are good enough and different enough, sure. However they may
not belong in the default era. The complexity of balancing seems
that it would increase exponentially each time a faction is added.
In addition for SP i'd like to see more races turn into sub-factions,
like the saurians, merfolk. The trolls, nagas, Woses, etc could be
given a few more units that would never show up in MP, but would give
campigns developers more options. I think its a mistake to try to
cram all new units into a new or old MP faction.
-- Do we allow for temporary (large) regressions in unit balance in
devel?
-- Do we want major restructuring of the damage types, abilities, etc?
If there are compelling advantages, and the MP devs want to take it
on, i'm happy with it.
I don't see that the addition of new factions requires new damage
types, but i can see the addition of abilities and weapon specials.
(I think most devs are open to adding good, new abilites and w.
specials)
I don't see the point in revising damage types to accommodate a
different concept of how magic _should_ work. Gameplay should be the
driving concern. We can make up any number of equally valid
explanations for whatever magic system gameplay dictates.
-- Furthermore I think we should discuss what kind of "Fantasy world"
we are aiming for...
I agree, but i think such a backstory/history should be mainly driven
by gameplay, and not the other way around. Wesnoth is a game that
has a story, not a game based on a story. (if that's clear).
However having a clearer backstory (designed more or less to explain
the current gameplay) would help the players understand the game, and
help harmonize the creation of new units and campaigns. I'm going to
attempt elaborating/enhancing some racial descriptions, and see if
the SP designers and other devs find it helpful. If so, maybe i'll
then tackle explaining magic. Or someone else could do it.
About the no God/Religion thing. While i certainly agree that there
shouldn't be obvious versions of current real-world religions in
Wesnoth, making the world of wesnoth atheistic (or Deistic or
whatever) certianly limits standard high fantasy storytelling. (UtBS
is an example) That "we are not alone" as a species is one of the
major drawing points of Wesnoth. It may be possible to reach a
compromise between story-telling and avoiding offence.
-eleazar
On Feb 26, 2006, at 8:56 AM, Hogne Håskjold wrote:
Hi all
I see there was quite the hot-headed discussion on #wesnoth-dev
today, which I think is a result of that we have some unresolved
issued that should be addressed. I believe to discuss the specifics
before we got a concensus on the fundamentals will only lead to
tension.
So, I would like to gauge where the devs stand on some issues:
- Do we want to add several new factions to mainline?
- Do we allow for temporary (large) regressions in unit balance in
devel?
- Do we want major restructuring of the damage types, abilities, etc?
(I would also appreciate if you supply your reasons for your stand
on the above questions)
Furthermore I think we should discuss what kind of "Fantasy world"
we are aiming for, and in that regard which principles still stand
(like the "No opposites!" with regard to damage types and the
like). Internal consistency is important here.
I feel we don't really have any consensus on these issues anymore
and it's hurting our ability to cooperate and move forward. All of
the issues above have been discussed before, but only on the
spesifics which mostly got nowhere because we lack the needeed
agreement on in what direction we want Wesnoth to go.
--
mvh (o_
Hogne Håskjold //\
V_/_
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