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 > > _______________________________________________ > Wesnoth-dev mailing list > [email protected] > https://mail.gna.org/listinfo/wesnoth-dev >
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