- This seems hard to combine with special ToD areas (like caves, but others
are possible). One weird case will be the "illuminates" ability which will
causes the move of 1 unit to affect the vision of other units (including
enemies).

- Vision uses MP and MP terrain cost. Removing/adding 1MP or 1 tile from
vision is different, and will have different consequences. The first is
simpler but will sometimes have no impact(on terrain costing 2MP), and the
later will break even more the link with movement.

- Adding 1 tile can be weird, since it will ignore terrain MP cost. Vision
is already reachable zone + 1 tile, so 1 more tile will allow units to see
through impassable walls. I suppose you can add special rule for impassable
terrain and how vision propagates, but that's one more "special thing"
compared to the old simpler rules. That often bites at some point.

- As you probably guessed, reducing vision without changing movement
introduces new UI problems. For example, with "delay shroud update", where
you can be surprised by moving next to a enemy in fog, or even move into
fog/shroud if you remove more than 1 tile.

BTW, using forum is better for early stages of an idea. Forum also allows to
check if this was suggested before, but there is a rule about FPI there ;-)

Alink

On Thu, Jul 1, 2010 at 7:25 AM, Chris Carpenter <[email protected]> wrote:

> Well, I'd be surprised if this hasn't been suggested before, but I
> thought I might mention it anyways.
>
> First off, i've been playing wesnoth for quite a while, off and on, and
> keep wanting to get involved in it's development, but something always
> comes up. I've submitted a couple tiny patches, nothing major. In any
> case, here's the idea:
>
> Night/day to affect sight. Now, i'm not sure how badly this would affect
> balance... It just seems to "make sense" and I thought it'd be
> interesting if it was played around with. One idea would be to increase
> sight by one tile during the unit's favorable time during the day/night
> cycle. The other idea would be to decrease it by one tile during the
> opposite time of the cycle.
>
> I think the first would be best, because then you could -always- at
> least see as far as you can move.
>
> In any case, just wanted to throw the idea out there.
> Chris Carpenter
>
> _______________________________________________
> Wesnoth-dev mailing list
> [email protected]
> https://mail.gna.org/listinfo/wesnoth-dev
>
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