On Thu, Jan 26, 2012 at 8:28 AM, Dan Gerhards <[email protected]> wrote:
> Another less complex solution is to allow the player to change
> difficulty during a campaign. Maybe that could be implemented during
> this cycle. It's a fairly minimal change, and nothing would have to be
> rebalanced, but it would make a big difference to newbies when they hit
> Siege of Elensefar. If you find yourself in the downward spiral, you
> don't have to start all over, or even go back a scenario. Just dial the
> difficulty down a notch.
>
> (I would still be interested in trying fabian's system sometime in some
> campaign or other.)
>
> ---Dan Gerhards aka beetlenaut

You could even combine the ideas and have a "dynamic" difficulty
setting for all campaigns. Instead of adjusting per scenario in a
complex way, it would only automatically choose a preexisting campaign
difficulty level. You would make it dynamic by basing it on how well
you're playing (gold and recall list strength). It doesn't penalize
expert play because if you can beat the top difficulty, it wouldn't
change anything. It doesn't encourage stupid play, such as giving you
free loyal units for playing poorly, since all you're doing is being
bumped down a difficulty. It also doesn't have to be adjusted
per-campaign, since the only new code would be the algorithm to
calculate strength based on gold and recalls past level 1.

This should be fairly trivial to add to the game, and the algorithm
could simply return an integer. The only thing we would need to change
in the campaigns' scenario files themselves is what strength number
range to use for each difficulty level, and I'm sure there could be
some way to automate this as well. In other words, unlike some other
solutions, you don't need to rebalance every single campaign in
mainline.

I could probably code this up in Lua for testing in a short mainline
campaign. The main problem would be everyone deciding how to paint the
bike shed, since there are many ways you can judge a player's recall
list.

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