I'm somewhat confused by the flurry of healing proposals and
counter-proposals, so here's some ideas that may not have
anything to do with a current proposal...
*Making healing/curing level bonus
Automatically plussing healing per level IMHO is a bad idea.
There is no other ability that automatically improves with the
unit's level,
i see no need for a precedent.
However, i'm not opposed to the MoL having more powerful healing
than the white mage-- but as something defined in the unit's CFG,
not automatically plussed.
* Healing for HP, Curing for Poison.
This idea makes English terms easier to understand. I suppose it's more
KISS to give a unit 2 abilites than one ability that does 2 distinct
things.
If this is done healing should be displayed as "heals (4)", "heals
(6)", etc.
IMO this idea is not compatible with a healing cap per *healer*.
It's too much to have an adjustable ability that has 2 variables
-- in the player's experience
I understand that some playtesting will have to be done before the
the amont of healing under the new system can be figured out.
I would request that in mainline for simplicity's sake we end up only
using 2 or 3 amounts of healing settings across the board.
* Multiple healer's per unit.
I'd prefer it if healing can stack (up to a limit) That is 2 low-
level healers
could together heal a unit more than one alone could.
Why? Because it better fits my intutive idea of magical healing,
and would offer more strategic options, but mainly because.
i think it would be *more fun!*
* The Allied healing
This thing may be complicated to figure out, but we should
aim at making it simple for the player.
IMHO any solution where a unit can be healed *more* by a combination of
your own and allied healers per round is counter-intuitive
and looks like a bug to me.
* Big picture.
While making abilites more configureable from WML is a *good* thing,
I think making variants of most abilites in mainline is a *bad* thing.
Playing and balancing become more complicated, less Wesnothian,
if you need to remember multiple values for poison, leadership,
regeneration, steadfast, chaotic, lawful, etc.
-eleazar
On Mar 28, 2006, at 2:58 AM, Andreas Grosse wrote:
Rusty Russell <[EMAIL PROTECTED]> [28:03:06 05:26] wrote:
On Mon, 2006-03-27 at 15:21 +0200, Bartek Waresiak wrote:
Like I wrote on IRC: my proposal is to set amount of HP healed by
healer
to 3 or 4 (4 shouldn't be a problem since we don't have any kind of
healing-stacking besides team-one). And set HP healed by curers
to 6.
What's more - let's make healing/curing power dependent on healer/
curer
level - so for example make lvl3 mage of light cure 8 hp, not 6hp.
We are effectively weakening our healers in the normal case, where
they
have 1 or 2 patients, so we should be careful. I like 3/6.
I love the idea of making heal HP tweakable with level/AMLA etc. We
should then, separate healing and curing: curing merely cures poison,
healing improves HP. Current curers would have both. Not a big
change,
but simpler.
When beginning to play I had problems understanding why healers
cant cure
poison. When I found out that you need "curers" to cure poison (and
they
can also heal better), I just mentally sorted them in as "better
healers", which in my opinion they shouldnt be reduced to.
Therefore I support the idea of separating the "cure" and "heal"
abilities: it is more flexible, allowing unit creators more
variety, and
I even think it is better to understand for beginners.
Cheers,
maj
_______________________________________________
Wesnoth-dev mailing list
[email protected]
https://mail.gna.org/listinfo/wesnoth-dev
_______________________________________________
Wesnoth-dev mailing list
[email protected]
https://mail.gna.org/listinfo/wesnoth-dev