-- 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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