On Tue, 2006-03-28 at 08:46 -0500, john w. bjerk wrote:
> 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.

Indeed.  The current SVN tree has it configurable (actually, it already
was, which is confusing since everyone set it to the game_config
defaults anyway AFAICT).  How it should/shouldn't change I leave to
others.

> * 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.

Indeed, this is now in svn.  Currently it's just "heals", but I was
thinking heals +4, heals +8, rather than (4) and (8): I think it's a
little more obvious?

> * 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!*

I think it devalues high-level healers though, as well as being less
simple (you need a healing limit).

> * 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.

I tend to agree with you on this, but others liked it.  It's simple to
implement an internal unit flag which says "healed" to ensure you only
get one heal per turn.

> * 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.

Indeed!

Rusty.
-- 
 ccontrol: http://ozlabs.org/~rusty/ccontrol


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