I don't like the idea, but it does preserve the "players shouldn't interact when it's not their turn" concept.
it seems to be quite unbalancing to me, your oponent has one more full turn to kill the unit that is about to level. i.e, to level a unit, you will almost alway have to do it during your turn... if a unit is almost leveled, full HP and exposed at the end of your turn, you oponent will still have some good chances of killing it, since it won't level (so no full heal) whatever the number of attacks you do on it... On Dec 20, 2007 10:58 PM, Bruno Wolff III <[EMAIL PROTECTED]> wrote: > On Thu, Dec 20, 2007 at 11:55:12 +0100, > Nils Kneuper <[EMAIL PROTECTED]> wrote: > > > > Yeah, that is really annoying about advancements you can not choose > yourself... Maybe it would make > > sense to differ a little in this regard when we are in a singleplayer > game vs being in a multiplayer > > game. Though this would probably going to be *hell* once real > mp-campaigns do work. > > Just to throw something out here, what about changing things so that level > ups > earned outside of your turn are delayed until the start of your next turn? > While occassionally you'll regret not getting the healing during the other > player's turn, I don't think that it is going to have the same frustration > level that having the unit pick something dumb to become when you can't > control it. > > _______________________________________________ > Wesnoth-dev mailing list > [email protected] > https://mail.gna.org/listinfo/wesnoth-dev >
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