I think this is a dangerous *absolute* to throw around. It can be
good, but having similar factions can also be good.
Perhaps this is something that should be dependent on ERA, not a fixed
feature of the game.
Otherwise there isn't a terrible lot of point in having eras - eras
exist to completely redefine the basic dynamics of the game, through
the sole mechanism of providing different unit lists.
In some eras, like default, factions seem to tend towards being
similar, and have units which achieve analogous functions.
Wose=Troll/Heavy Infantry/Guardsmen Naga=Merman=Gryphon=Bat
I would like to have one era where the factions are very different -
going so far as to make a separate mermen faction, and a separate naga
faction.
No other faction would have any water units. Needless to say, this
would play poorly on some maps, but it would make for very interesting
mixes, and really isn't any different from our current problem of
having elves that are too good in the forest.
I'm planning on proposing some minor adjustments to the basic maps to
allow for more water mobility - some, like Forest of Fear, are quite
good in this regard, but others, like King of the Hill, leave certain
start positions much better suited to use water units. It used to be
really funny when a landlocked AI would hire mermen, and then send them
across ten turns worth of grassland - I think that there should always
be, for water units, a way for them to reach an opponent's *castle*
that is faster than them trudging over land.
On Feb 16, 2005, at 12:58 PM, Susanna Björverud wrote:
Hej allesammans,
2005-02-16 kl. 19.40 skrev Yann Dirson:
It
the humans do not have any units at ease in water, that gives them a
(unique ?) weak point, which could be counter-balanced by a unique
strong point. Making all factions feel the same is maybe not what we
want...
I agree, making unique factions also feel unique is IMO a clear plus.
/Sanna
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