I'm not convinced the small riplib violation is worth the change. it makes
units that don't have a lvl3 more powerfull in MP and makes the necrophage
much less special...

I don't htink lvl3 units need to be healed mid-scenario, it's the player's
job to protect them correctly..

On Dec 3, 2007 2:56 PM, Lari Nieminen <[EMAIL PROTECTED]> wrote:

> To allow max-level units to fullheal like all other units I'd propose
> giving them a fullheal AMLA in addition the the +3 HP one. So, when
> AMLAing you'd get to choose between fullhealing and +3 HP. Fullhealing
> wouldn't raise the XP limit for subsequent AMLAs, although it could be
> made to if that's wanted.
>
> The reasoning behind it would be to let max-level units fullheal
> mid-scenario like every other unit. It gives you one more tactical
> option, and remedies what can be seen as a minor RIPLIB issue.
>
> However, we'd need to change the necrophage's fullheal AMLA to something
> else, because the fullheal AMLA was supposed to be a specialty of the
> necrophage. Here's my suggestion:
>
> An ability which grants +1 HP when killing a living unit (or any unit,
> if that seems better).
>
> That's the same as what Ghast currently has in DiD, but it can be given
> something else instead (+1 per level of enemy killed, for instance). The
> unit seems to be commented out for the time being anyway.
>
> I don't see any balancing issue in MP, as max-level units appear and can
> level only with silly settings or in special scenarios. In campaigns
> using max-level units to kill things would be slightly more useful to
> do, as you'd then get the ability to fullheal in the middle of a
> scenario at some point. It might make max-level units slightly more
> versatile in long campaigns, but not too much.
>
> So, any arguments against such a change?
>
>
> --
> Lari Nieminen, a.k.a. zookeeper
> [EMAIL PROTECTED]
> +358443758373
>
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