On Thu, Jan 26, 2012 at 8:29 PM, Gabriel Morin <[email protected]> wrote: > 2012/1/26 Isaac Clerencia <[email protected]> >> >> > Am 26.01.2012 08:10, schrieb Gabriel Morin: >> >> Ultimately if you have campaigns you need to have a slippery slope, the >> >> alternative being that your skill at getting lots of gold and powerful >> >> units doesn't have much of an influence. I don't think that having to >> >> restart a few scenarios is to be viewed as The Ultimate Evil(tm): >> >> happened >> >> to me, I was happy to find the way to play them better, and I'm still >> >> alive >> >> today! If you worry so much about poor newbs getting scared, why not >> >> provide automatic loyal reinforcements or gold on easy difficulty, >> >> whenever >> >> you detect that the player is starting a scenario with insufficient >> >> resources/army to win? The rest of us with minimal experience and/or a >> >> brain will manage. >> >> I think this idea is the most reasonable approach, and it won't ruin >> the game for anyone, but ideally it should be brought to the attention >> of the player and be opt-in, so players who like the challenge don't >> get automatically opted-in into some help didn't ask for. >> Something like: >> "Your current gold and army strength doesn't seem enough to beat this >> scenario. Do you want to start with XX gold and get reinforcements?" >> If we go this way, it'd also be good to actually count the times you >> asked for help during a campaign, so at the end of the campaign, your >> result is 'You have beaten the campaign XXX at difficulty YYY, using >> help ZZZ times', and thus there is an extra achievement in not using >> the help. > > > While I can see your point about not forcing them on the player, I don't > like much the artificial aspect of it, and was thinking more along the lines > of what Ivanovic described: reinforcements that come with some excuse within > the bounds of the scenario: wandering mercenaries, merchants and what not. > > I was thinking that at the lowest difficulty, we'd make clear that the game > helps you - it'd be the safety net for the poorest players, so to speak -, > so you'd opt-in when starting the campaign, or when reverting to that > difficulty between scenarios if we develop that option. > > If we go with your proposal, though, I propose we try to word the messages > about help coming as "in-game" as possible, stuff like "A powerful Lord took > pity of the sorry state of your army, and is proposing in a haughty letter > to send reinforcements. Do you step on your honor and accept his help?". > Then we'd compute an honor score for the campaign based on how many times > you accepted help.
I definitely think that those are very useful improvements over what I proposed. Thanks! -- Isaac Clerencia [email protected] _______________________________________________ Wesnoth-dev mailing list [email protected] https://mail.gna.org/listinfo/wesnoth-dev
