On Sun, 26 Feb 2006, Hogne Håskjold wrote:
> So, I would like to gauge where the devs stand on some issues:
> - Do we want to add several new factions to mainline?
I would say that new factions should not be put in the default era, but I see
no reason not to put new eras into the mainline, as long as we have people
willing to maintain and balance them. These people should not be the same as
those balancing the default era.
> - Do we allow for temporary (large) regressions in unit balance in devel?
I am not opposed to this if the MP devs are not opposed to it. The key word
here is temporary. That said, it is better to have incremental chaanges in
balance whenever possible.
> - Do we want major restructuring of the damage types, abilities, etc?
I don't think we need a major restructuring of damage types, but I do think
that we could do with some tweaking. For one thing, I think that it would be
good to change holy into a Mystic damage type, and change the undead's cold
damage to mystic damage. Mystic damage would be to damage resistance as magic
is to defense value. Very few things would have any resistance to it, and
magically animated creatures such as skeletons would be especially vulnerable
to it.
As for abilities, I think that the abilities will need major restructuring, at
least in the code. Xan has started making the abilities more costumizable, and
I would like to see that trend continue. I don't think that the current
abilities in the mainline need much restructuring with the exception of ambush.
Any changes to ambush, however, I think needs to be done in conjunction with
how Fog of war is handled and how far units can reveal terrain.
> (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.
>From a gameplay perspective, I don't think that there should be direct
opposites in things like abilities and weapon specials. I don't know what it
means to have opposite damage types, as the opposite of a damage would need to
be an armor, and it seems obvious that there will be resistances that are
"opposite" any damage type.
As for the whole "should there be gods in wesnoth?" question, I am of the
opinion that any mainline campaigns should be agnostic on the issue. I am not
opposed to having characters make reference to very powerful beings that are at
war with one another and for whom elves, orcs, and humans are but pawns. I
have no problem with having some groups within wesnoth worshiping gods, however
I don't think that there should be any demonstration that this worhip actually
is justified or has any effect on the game world.
just my $0.02
Darth Fool
--
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"In theory, theory and practice are the same,
but in practice they're different."
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John W. C. McNabb
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