OK, that's a nice thorough analysis, but you obviously haven't played
tSG.

In scenario 5 the player of tSG has a significant choice.  He can side
with the elves against the outlaws, or he can help the outlaws against 
the undead, and loose the support of the elves.  Chaotic units  are only
accessible:
• in a particular branch of the story, 
• after a significant choice
   which explains why a civilized commander would accept the 
same units into his ranks which he has been fighting the whole game.


As i've tried to point out before, Outlaws and the Loyalists are natural
enemies.  A campaign may give the player access to both—
but often with specific story-line justification.  To make all L0s
advance-able to Outlaws and Loyalists, really limits their usefulness
to those rare campaigns that give you both opposed sides to the
human world right from the start.


My goals for these honestly are:
1) to make some L0 humans which would be generally useful
2) make some more appropriate L0 humans for tSG.

I believe these goals are pretty compatible.  But regardless of what
happens in mainline (unless aelius objects) i'm making:
• "Ruffian" a chaotic club wielder which upgrades only to outlaws.
• "Townsman" a lawful guy which upgrades only to loyalists.

We've already committed:
• "Woodsman" which upgrades to poacher and bowman—
a unit ideal for NR.  I don't see the need to remake all L0s
(even those NR won't use) into the lawful/chaotic mold that NR uses.


-j.w. bjerk  /  eleazar



On Apr 13, 2007, at 5:56 AM, Eric S. Raymond wrote:

There's been some suggestion (notably from Eleazar) that a neutral or
chaotic L0 with chaotic advances would make too many units available
to Deoran.  But, in fact, Deoran later gets the ability to recruit all
the plausible advances for a chaotic Peasant.  So, in this campaign at
least, we can't screw it up much by having those in its advancement
path.


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