UserAgent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.7.8) Gecko/20050610 
Firefox/1.0.4 (Debian package 1.0.4-3)
IP: 64.81.113.168
URI: http://wesnoth.slack.it/?FrequentlyProposedIdeas
 - - - - -
Index: FrequentlyProposedIdeas
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/FrequentlyProposedIdeas,v
retrieving revision 1.15
diff -u -r1.15 FrequentlyProposedIdeas
--- FrequentlyProposedIdeas     14 Jul 2005 16:44:28 -0000      1.15
+++ FrequentlyProposedIdeas     14 Jul 2005 19:32:44 -0000
@@ -17,6 +17,70 @@
 
 ||FREQUENTLY PROPOSED IDEAS||
 
+<!-- I'm reordering these in order of how often they seem to be proposed 
-Dacyn -->
+
+||There should be options which affect gameplay.||
+
+Background: when an idea is controversial, it is often reproposed as an option
+so that people who don't like it will not have to use it.
+
+Result: It is felt that if ideas are added based on this reasoning,
+then there will be no limit to the number of others added on the same basis,
+since most people will use the default options and not notice how complicated 
the gameplay is getting.
+However, large numbers of options are difficult to maintain,
+because playtesting will be low - most people use default settings.
+Also, many developers feel that gameplay options will reduce a common 
playtesting base,
+since everyone will use different options.
+
+||New Races/Factions.||
+
+Background: many people have proposed new races or factions, for various 
reasons, sometimes with art, usually without.
+
+Result: Only one race made by a user has been added, and that was over a year 
ago. The developers mostly feel the game
+has enough races as it is, although a few more might be accepted, if they fit 
the feel of the game; the more outlandish
+the race or faction idea, the less likely it will be accepted. A barbarian or 
easterling variation on humans, for
+example, is more likely to get in than dark elves, which are more likely to 
get in than insect warriors.
+
+||There should be a 'deterministic', 'non random' mode which one can play in.||
+
+Background: some people, apparently frustrated at losing their units in random 
battles, feel that there should be a
+non-random way of playing the game.
+
+Result: the developers feel that randomness is a large part of the game, and 
that taking the randomness out of the game
+would be somewhat akin to taking the randomness out of most card games. Some 
patches are available on the forums that
+will produce a non-random version of wesnoth, although use of them will make 
you unable to play multiplayer, and the
+patches are not supported by the wesnoth development team.
+
+||Most units should have more than 3 levels of advancement.||
+
+Background: lots of people think that the typical 3 levels of advancement for 
each unit is insufficient, and that most
+units should have 4, 5, or even more levels of advancement.
+
+Result: The developers feel that 3 levels is enough. Avoiding the creation of 
'super units' is high on the developer's
+priority list, and even if there were level 4+ units, the most powerful units 
wouldn't be more powerful than the current
+level 3 units. This would also drain art resources, as well as reduce the 
contrast between units -- too many units would
+seem like boring repetitions of other units.
+
+It is thought that a better, more interesting way to do things would be to 
have more alternate paths of advancement
+within the 3 levels rather than have 4+ levels of advancement.
+
+||More Units.||
+
+Background: some people think the game should have more units (and often more 
advancement paths).
+
+Result: Units are being worked on, although the developers do try to somewhat 
carefully vet units that are added to
+the game. The game has well over one hundred types of units, so it cannot be 
considered to only have a few units. People
+are welcome to submit ideas for specific types of new units. Ideas that have 
graphics are more likely to succeed.
+
+||Better Graphics.||
+
+Background: some people think the game should have better graphics.
+
+Result: The game already has good graphics, especially considering it's a Free 
game. The developers feel that improving
+the games graphics even further, where possible, would be great. However the 
developers live in the real world and have
+limited resources. If resources to produce better graphics are acquired they 
will likely be used to produce such graphics.
+
+<!-- ... but I haven't see any of these proposed for a while... -Dacyn -->
 ||Castles should be more difficult to attack.||
 
 Background: this discussion has taken place on numerous occasions, with 
references to the difficulty to besiege a
@@ -27,7 +91,6 @@
 'Castles' in the game are a somewhat abstract notion, and one shouldn't dwell 
heavily on how 'realistic' it is if a
 castle is only moderately more defensible than other terrain.
 
-
 ||Units that occupy multiple tiles.||
 
 Background: this idea involves large monster-type units that can occupy 
multiple tiles in the game.
@@ -36,14 +99,6 @@
 scale, in a game where an entire village is a single tile, it is not 
appropriate. Also, it would substantially
 complicate the game mechanics for little real benefit. Images that can extend 
into surrounding tiles are being considered.
 
-||Better Graphics.||
-
-Background: some people think the game should have better graphics.
-
-Result: The game already has good graphics, especially considering it's a Free 
game. The developers feel that improving
-the games graphics even further, where possible, would be great. However the 
developers live in the real world and have
-limited resources. If resources to produce better graphics are acquired they 
will likely be used to produce such graphics.
-
 ||Stacking Units.||
 
 Background: suggestions to be able to place multiple units in a single hex
@@ -51,23 +106,6 @@
 Result: The developers feel that this would make the game more complicated, 
and distort the game rules alot from what
 they are currently.
 
-||More Units.||
-
-Background: some people think the game should have more units (and often more 
advancement paths).
-
-Result: Units are being worked on, although the developers do try to somewhat 
carefully vet units that are added to
-the game. The game has well over one hundred types of units, so it cannot be 
considered to only have a few units. People
-are welcome to submit ideas for specific types of new units. Ideas that have 
graphics are more likely to succeed.
-
-||New Races/Factions.||
-
-Background: many people have proposed new races or factions, for various 
reasons, sometimes with art, usually without.
-
-Result: Only one race made by a user has been added, and that was over a year 
ago. The developers mostly feel the game
-has enough races as it is, although a few more might be accepted, if they fit 
the feel of the game; the more outlandish
-the race or faction idea, the less likely it will be accepted. A barbarian or 
easterling variation on humans, for
-example, is more likely to get in than dark elves, which are more likely to 
get in than insect warriors.
-
 ||Magic spell system with mana/magic points etc.||
 
 Background: there have been numerous proposals of magic spells, either global 
or per unit, involving magic points/mana, etc
@@ -159,29 +197,6 @@
 It is felt that this kind of idea is more suited to a 'wargame' than a 
simplified fantasy-strategy game which aims for
 simplicity and fun.
 
-||Most units should have more than 3 levels of advancement.||
-
-Background: lots of people think that the typical 3 levels of advancement for 
each unit is insufficient, and that most
-units should have 4, 5, or even more levels of advancement.
-
-Result: The developers feel that 3 levels is enough. Avoiding the creation of 
'super units' is high on the developer's
-priority list, and even if there were level 4+ units, the most powerful units 
wouldn't be more powerful than the current
-level 3 units. This would also drain art resources, as well as reduce the 
contrast between units -- too many units would
-seem like boring repetitions of other units.
-
-It is thought that a better, more interesting way to do things would be to 
have more alternate paths of advancement
-within the 3 levels rather than have 4+ levels of advancement.
-
-||There should be a 'deterministic', 'non random' mode which one can play in.||
-
-Background: some people, apparently frustrated at losing their units in random 
battles, feel that there should be a
-non-random way of playing the game.
-
-Result: the developers feel that randomness is a large part of the game, and 
that taking the randomness out of the game
-would be somewhat akin to taking the randomness out of most card games. Some 
patches are available on the forums that
-will produce a non-random version of wesnoth, although use of them will make 
you unable to play multiplayer, and the
-patches are not supported by the wesnoth development team.
-
 ||Movement or combat calculations should be based on a combination of the two 
hexes across which they occur.||
 
 Background: some people have suggested that, for instance, archers firing down 
from mountains onto a unit on grassland
@@ -200,6 +215,9 @@
 
 Result: many developers agree with this, however many developers and users 
also disagree. I (David) prefer it the way it is.
 
+Note: Since AMLA was recently expanded, it seems units full heal before 
advancing after max level...
+This is a bug, not a feature, AFAIK.
+
 ||Transferring gold between allies in multiplayer.||
 
 Background: some people have suggested that allies should be able to transfer 
gold to each other in multiplayer




_______________________________________________
Wesnoth-wiki-changes mailing list
[email protected]
http://lists.nongnu.org/mailman/listinfo/wesnoth-wiki-changes

Reply via email to