To me, the main problem with this kind of approach is it tends to make
leveling bad. It is also very confusing for me as a player. Instead of
"higher level = better" I now have to contend with "well I can recall a 2nd
level unit for 30 gold or a 3rd level unit for 40 gold", for instance. It
makes it very complex for me to decide what to do.

It also makes me kinda ambivalent as to whether I want to level a unit or
not. Level 3 units might tend to become unplayable due to their heightened
cost.

Additionally, it encourages strange behavior: I'd like to get units close
to leveling but not quite leveled so then on a later level I can recall the
unit on the cheap and then have it immediately level.

David

On Wed, Jan 25, 2012 at 3:43 PM, Fabian Mueller <[email protected]>wrote:

> Hello Devolopers,
> this is an issue that is on my mind since long but I didn't dare to talk
> about loudly because It concerns an old but unlisted FPI.
>
> The FPI in question is:
> Different recall costs depending on the level of the recalled unit.
>
> Most proposers go with the proposal for 20 gold per level.
>
> I want to present a discussion about that topic but let me introduce a
> vocab to argument with first.
>
> The "Downwards Spiral"
>
> I call a phenomena that can easily be experienced when playing Wesnoth,
> in fact most or even all Players will have encountered it at least once,
> the "Downwards Spiral".
>
> Consider you enter a scenario with a critical amount of gold.
> Very soon you discover that you need to spend all your gold to win the
> scenario and even worse
> that spending all gold with a balanced set of recruits/recall isn't
> working.
>
> Let's go in detail what a balanced recruit/recall set is and why it is not
> working.
> A set of units can be called balanced when it consists of more first and
> not maxleveled units than
> maxleveled ones.
>
> You need the first level (or zero level) ones to be sacrificed in place of
> high level ones in critical situations.
> The not maxleveled units are needed to suck up the experience points and
> the maxleveled to solve some situations where
> the enemy isn't listening to lesser arguments.
>
> The obvious problem with such a set is the lack of firepower.
> Compared to a maxlevel only recall you get much less bang for your bugs.
> Thus the level is still completable if you recall unbalanced but not if it
> is done right.
>
> So, what are the consequences of such a situation?
> It depends on how the player acts in the scenario.
>
> I think there are basically two ways to handle the problem:
>
> 1) You try to rush and finish the scenario early to gain a better
> financial situation,
> but that will lead to the loss of some or even many of your high level
> units.
> The fact that your maxlevel veterans afford a huge amount of upkeep to
> maintain can stand in the
> way with taking this solution, since you may end with not much benefit
> gold wise.
>
> 2) The player plays very cautious to prevent the loss of the maxleveled
> units.
> Retreading units often and taking no great risks will certainly work when
> done well but that takes time and
> there is no improvement of the financial situation to expect.
>
> Thus the next scenario is entered either with a insignificant amount of
> gold again or with a thinned out army to rely on or even both.
>
> One can guess that this may get worse from scenario to scenario.
> Finally the player realises that he has lost the game, not in the present
> scenario but some time ago in the past.
> He/she needs to restart an earlier scenario that maybe 2, 3 or even more
> scenarios ago.
>
> This is the point where many people quit playing the campaign or Wesnoth
> at all.
> Some of them complain that Wesnoth is to hard and totally unbalanced but
> their voice isn't recognised much.
> They are told that Wesnoth is designed like it is for a good reason and to
> learn how to prevent the mess early on.
>
> But I call that a design an epic fail (sorry, Dave).
> A good design is to let the player recognise the failure early on to keep
> him motivated.
>
> Now, let's talk about balancing.
> Balancing a campaign is hard because when you change something in scenario
> 3 you need to play all your way through 17 scenarios to playtest the 20th.
> This is not only an issue of gold but more of that there is no suitable
> recall list available.
>
> The current gold carryover system can be used in a way to give the player
> at least enough gold to win the scenario even with no carryover.
> And it is also a balancing paradigm that a scenario should be winnable by
> a good player in easy mode without a recall list with just the minimum
> amount of gold the scenario guarantees.
> Still this way of balancing does not lift the need to play through the
> campaign at all difficult levels.
>
> Let's assume that the "Age of Heroes" would be balanced as good as
> "Default" or that it is accomplishable in a reasonable amount of time and
> effort,
> considering that the proposal will bring in more feedback about the matter.
> Second, recall costs are set to the same amount as recruiting the unit
> would cost.
> Of course the player still can recruit only lvl0 and lvl1 units, so that
> is just a theoretical matter.
>
> This changes the situation in several aspects.
> 1) The amount of gold between the different sides/teams is much better
> comparable.
> Currently the power the AI can buy with it's gold is a static value since
> it relies on recruits only.
> It has to be compared to the player's forces which heavily depends on the
> recall list.
>
> Both issues would be eliminated.
> While the recall list grants the player the access to some special
> features the bare power of the force isn't depending on the available
> recalls any more.
> Secondly, the amounts of gold are directly comparable between the sides.
>
> As a result the playtester is able to select a single scenario and test it
> at any difficult level without the need to rely on a valid savegame with
> recalls.
>
> 2) This will change the character of Wesnoth.
> Gathering a strong army will get less important in favour of a proper gold
> management during the campaign.
>
> 3) This will certainly unbalance all current campaigns. This point might
> not that important since the actual system of recall costs can be
> customisable thus only converted campaigns will use a "repaired" system.
>
> 4) Last but not least this prevents the downwards spiral from showing its
> ugly head that often.
>
> 5) This will most likely lead to a better balanced "Age of Heroes".
>
> A reasonable implementation could work like "recall_costs=20", which
> reflects the current behaviour and be the default at first.
> "recall_costs=70%" would be an example for a less radical approach that
> lessens the effects of all mentioned aspects to some degree.
> "recall_costs=100%" means that recall costs equal the  recruit costs and
> reflects the assumption made above.
>
> I plan to implement the feature during the next cycle and convert at least
> LoW to the new system, most likely going with recall_costs between 60 and
> 80 % of the recruit costs.
>
> Regards,
> Fabian Müller aka Fendrin
>
>
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