On 01/26/2012 01:13 AM, David White wrote:
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.
The "higher level = better" approach is just replaced by "more gold = better" approach. This kind of measure is on fact more accurate since it discriminates between different units at the same level.

No matter how you spend your gold, nothing is wasted as long as the unit fits to the enemy and the terrain in question.
The current approach faces you with more complex decisions.

In case of the assumed critical situation it's a search for the units that are best while costing all the same. This is currently harder because the recall gui does not show you the recruit costs for easy direct comparing.

Still you have to consider between going for all maxleveled/near to level units or taking the risk to recruit some lvl1 as cannon fodder.

Considering all the mentioned decision factors (there are for sure more, not mentioned ones) the new approach is less complex. Yes, not on a first glance, and not for you since you know how to do it right in the current implementation by heart.

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.
The fact that the amount of gold to recruit (and recall, if the campaign goes the radical approach with recall_cost=100%) tries to directly represent the combat value of a unit is contradicting your statement.
This is of course more true for recall_costs less than 100%.

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.
This is already the case.
The free full heal you get by advancing is worth that much that I nearly always try to delay it until the right situation in the game.

David
Fabian

_______________________________________________
Wesnoth-dev mailing list
[email protected]
https://mail.gna.org/listinfo/wesnoth-dev

Reply via email to