Benoit Timbert wrote:
> But it would probably ruin some scenarios, making the game too easy.
> Think about scenario liek the valley of death where a melee unit that too the
> holy potion would probably stand forever alive against a horde of zombies...

Standard AMLA XP requirement is 100 and the XP from one WC is 4.

So yeah, if they kill 25 WC's, they fullheal. And the next one takes 32 
WC's, when you slap on the +25XP.

Not even considering that we could just easily up the standard XP 
requirement from 100 to whatever we please.

I'd say that argument doesn't quite seem to work as such.

> Full healing when leveling is more or less necessary because we have a new 
> unit
> and handling the HP when leveling isn't complex that way, but still it doesn't
> make a lot of sense to me.
> Full healing on AMLA don't have any justification for me (except some special
> units), it doesn't make sense.
> I'd rather like to have not healing on levelup than full healing on general
> AMLAs, but handling the HP on levelup would be a lot more complex (maybe this
> will happen some day)...

Yes, I'd rather have no fullhealing on levelup as well. But as long as 
we have fullhealing for most units, I consider it better to have it 
available for all, instead of only for some. Fullheal on AMLA makes no 
less sense than fullheal on levelup.

> Do you think it is nice that (not too much) badly hurt unit is hard to kill
> because it's 1 xp to level ?
> I do not.

I'm not bothered by that. Clearly I should have finished that unit off 
before it got so close to leveling. I consider that more fun than being 
more easily able to finish off a hurt lvl3 unit than a badly hurt lvl2 unit.


--
Lari Nieminen
[EMAIL PROTECTED]
+358443758373

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