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
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