If that's the case, then wesnoth should never have had level-2, or
level-3 units.
These are eminently disposable in a MP game, but in a campaign, I
will always restart the level if anything other than a L1 dies.
(At this point, that is of course a fairly rare occurrence.) Given
the number of other people who've explicitly stated that they do the
same, I know that I'm not alone in this behavior, by far.
The same problem was present in Bungie's Myth series - disposable
units, and units with "time-value" that gradually builds up in them,
are inherently contradictory. If it takes hours to replace a unit
that dies, then a player will opt to save-load; if it takes moments
to do so (c.f. level-1 unit dying), then a player won't save-load.
So, it's not like limiting AMLA is going to solve this problem; even
remotely.
On Feb 16, 2007, at 2:26 AM, jeremy rosen wrote:
I consider a unit to be a "uber-unit" when a player would rather
restart a level than loose it...
just to feed the discussion...
On 2/15/07, David Philippi <[EMAIL PROTECTED]> wrote:
Am Donnerstag 15 Februar 2007 schrieb john w. bjerk:
> If units gain AMLAs too quickly the XP increase could be changed
from
> 25% to 50%.
Yes, this is an important point. AMLA gets soon very expensive.
Especially if
you always have to decide between HP bonus + heal or special bonus
and no
heal. In many situation you'll need the instant heal more and not
gain much
power. Not to forget, there should only be a limited amount of
special gains
for each unit. Not +1 MP available 10 times for example.
Bye David
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