On Sun, 2006-03-26 at 13:00 +0200, Nils Kneuper wrote: > Right now we have a nice little discussion about the healing algo in > the IRC. (26th march, 2006, ~12:10pm) My proposal would be to make > healing/curing as kiss as possible.
OK, after more discussion, I've committed a minimal, even KISS-er (?) solution. Let's see how badly it breaks balance before we refine it more. Each unit can only have one healer (no stacking). Healers have no limits. Healing happens on start of healer's turn. This means that: (1) Healers/curers are more powerful, since they can cure up to 6 units per turn, not ~2 as before. (2) Allied healers/curers are much more powerful, since they will cure on *their* turn. Combine this with yours to get double healing. We have three possibilities for simple tuning: (1) Reduce amount healers/curers do (presumably make villages different) (2) Reduce number of patients healers/curers can handle (needs priority decision, probably poison then amount of damage) (3) Remember which units have been treated, don't let allies treat already-treated ones. Cheers! Rusty. -- ccontrol: http://ozlabs.org/~rusty/ccontrol _______________________________________________ Wesnoth-dev mailing list [email protected] https://mail.gna.org/listinfo/wesnoth-dev
