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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