Some interesting ideas.

I think a good guideline for AMLA upgrades is that a unit shouldn't loose it's distinctivness. In other words, you can't AMLA your E Sharpshooter into something very like an E Avenger. The practical effect of the player's advancement choices should be preserved through AMLAs, otherwise it will tend to become confusing. More dangerous to good gameplay than Uber-units are *generic* units.

Of course most AMLA will make a unit more powerful in some way, but i think the most intersting ones will make a unit more *specialized* — like weakening the MoL's attack in exchange for a brighter glow. Or the E Avenger might get ambush in the hills too– making it better at what it already does.

As for the presentation, i believe no more than about 3 AMLA options should be presented to the player at one time. Some options would be available multiple times, others only once. At the 2nd AMLA, the 4th option on the list would be presented with those that with those that had not been previously chosen, and so on....

On Feb 14, 2007, at 8:03 AM, David Philippi wrote:

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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