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Re: [Wesnoth-dev] poison resistance
From: |
Andreas Grosse |
Subject: |
Re: [Wesnoth-dev] poison resistance |
Date: |
Tue, 17 May 2005 12:04:55 +0200 |
User-agent: |
Mutt/1.3.28i |
David White <address@hidden> [14:05:05 00:50] wrote:
> > Jetryl has some time ago proposed adding poison resistance, a
> >feature he would especially like to have for new Naga units. Although he
> >is not quite ready to animate them, I believe that it is time to
> >impliment this feature.
> >
> I'm really not so much in favor of poison resistance. I think it adds
> unnecessary complexity to what should be a simple ability.
I don't think that poison resistance is an idea which is hard to grasp,
considering the following guidelines:
- let's stick to two levels of resistance: "resistance" (which is always
only 50% of the poison damage) and "immunity" (takes no damage from
poison). This should be easy to understand, and it's easy to do the
math. :)
- Poison resistance/immunity should be tied to certain races/units, not
experience levels. I think it is fairly easy to grasp that e.g. a sea
serpent or a skeleton could be resistant or immune to poison. What I
don't get is why an Elvish Champion should be more resistant than an
Elvish Fighter (and it would require more resistance nuances, adding
even more complexity).
Overall I think that poison resistance would be a good thing, since it
completes the poison ability. And, last but not least, it could make a
race like the Naga more interesting for players without increasing their
fighting abilities.
Just my humble opinion on this subject :)
Cheers,
majestyk