On Mon, Jun 04, 2007 at 16:49:54 -0400,
  "Eric S. Raymond" <[EMAIL PROTECTED]> wrote:
> 
> 12) Visibility for unit types in help is too limited.
> 
>     Bug: This is the first thing that got Fade really steamed.  She
>     *hated* the you-can't-see-help-on-it-until-you've-encountered it rule,
>     because it keeps her from (a) making intelligent decisions about which
>     of her own units to concentrate on levelling up. and (b) making
>     intelligent decisions about which of her opponents' units must be
>     *kept* from leveling up.

It bugged me too when I was starting.

>     Fix: Fade wants every unit in the advancement tree of a unit
>     encountered to be accessible in help. On IRC some objected that
>     this would injure the present RPG-like feel where discovering the
>     world is part of the fun.  Mordante suggested a good compromise --
>     *next advances* of every encountered unit should always be
>     visible.

I also think seeing the whole tree makes sense. How are you supposed to
make intelligent decisions about your play when you don't know what things
upgrade to.

I think in practise, most of the surprise element comes from meeting new unit
types, not having them upgrade unexpectedly. If you want that, perhaps a
player should see the whole tree of units they control and just the units
they meet, that they don't control.

Another reasoned mentioned for doing things this way was not to overwhelm
new players by seeing lots of different units, that they mostly wouldn't
encounter right away. Providing a way to see units grouped together by
various categories was another wya to work around this. I played with this
a bit a while back, but didn't get a great system for doing it.

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