> Here is the current state of play as I understand it:
> 
> Name      GP  HP  Melee          Ranged       
> -------   --  --  -------------  -------------
> Peasant    8  18  5-2 pitchfork  4-1 pitchfork  
> Woodsman   8  18  3-1 dagger     4-3 bow
> Townsman   8  18  4-3 ???        3-1 ???

I'd much rather have the townsman not have a ranged attack. A thrown 
stone sounds rather far-fetched (thrown stones as weapons isn't really 
plausible; slings are another matter) IMO, and also I'm a bit worried 
that allowing one unit to throw stones leads to it being odd that every 
other melee-only unit can't pick up and stones and throw them. I don't 
see having a wimpy ranged attack as especially necessary either. These 
are still pretty much flavour units, except in some cases when the 
player is allowed (or forced) to recruit them, in which case the player 
has or should have access to other, ranged units as well. Every one of 
these lvl 0 units having both a ranged and a melee attack sounds weird 
(which is also why I originally suggested the woodsman wouldn't have a 
melee attack). Otherwise, looks reasonable and of course HP and the like 
can be tweaked later so no need to bother spending too much time on them 
now when the bigger questions are still unresolved.

> I want the Townsman to be armed with quarterstaff and flung
> stone.  Club and flung stone would work too, but in this game club
> is a chaotic weapon and if we know anything about the Townsman's
> alignment it's that he's *not* going to be a chaotic :-)  Besides,
> quarterstaff is cool.
> 
> Eleazar has suggested blade for melee but I think this would be a
> mistake.  A sword-armed Townsman would just feel like a wimpy light
> infantry unit.  I'd rather put more distance between Towsman and
> actual line troops.
> 
> Zookeeper notes that blades are already somewhat overrepresented 
> and that it would be useful to have a L0 with impact weapons that
> can do a bit better against Skeletons than the Peasant.  I agree.
> 
> I'm imagining Townsman as the urban mob, basically.  Not criminals,
> but by no means militarized either -- artisans, shopkeepers, upper
> servants, the "middle class" insofar as that's meaningful in a
> pre-industrial economy.  They wouldn't generally have swords because
> swords are for gentlemen.

Well, you already mentioned that I too prefer the townsman having a 
staff dealing impact damage. A sword sounds quite frankly a bit boring 
to me; every other unit in the game already has a sword. I don't think 
it makes much sense to have ordinary townsfolk carry swords instead of 
staffs. But as I said earlier, I'd prefer the unit not to have a ranged 
weapon.


-- 
Lari Nieminen
[EMAIL PROTECTED]
+358443758373

_______________________________________________
Wesnoth-dev mailing list
[EMAIL PROTECTED]
https://mail.gna.org/listinfo/wesnoth-dev

Reply via email to