Hi,

some of you might have noticed Eleazar's post about better supporting RPG like 
gaming. I couldn't sleep well tonight and thought a bit about this and tend 
to agree. We really could make AMLA stronger. It's probably very rare in MP 
and could be disabled there if need be. For SP it can be nice as long as it 
doesn't create uber-units. But in any usual campaign you'll need a lot of 
different units so spending all XP on a few will make you loose anyway.
Therefore my idea for the default AMLA would be: +10% HP and full heal
Additionally there could be unit specific AMLA's available as an alternative. 
I thought about a few units there:

Silver and Arch Mage part ways only late in the tree, they might converge 
together more. For the Arch Mage I'd imagine a teleport AMLA. But with a mvt 
cost of 5. Subsequent there could be 3 times the option to reduce the cost by 
1 but not below 2. The Silver Mage could simply gain more power to its spell.
For the White Mage I'd imagine the option to reduce the power of the ranged 
attack by lets say 50% at night. This part of the power is poured into the 
aura which does now turn night into day. Following AMLA's could gain him back 
his ranged attack power partly.
For the Paladin I could imagine something like heal +5, heal +6 and then 
either heal +8 or cure.
For Royal Guard and Halberdier it could be interesting to relearn how to throw 
one spear as they could when they were still Spearmen.

I'm sure there are lots of other ideas on specific units and for most we could 
simply offer something like 1 MP, a bit damage, an extra strike, resistance 
against some damage type improved by 10% etc. Some units will simply have to 
stay content with the default health bonus and heal. :-)

Bye David

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