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Re: [Wesnoth-dev] Drake Additions
From: |
Richard Kettering |
Subject: |
Re: [Wesnoth-dev] Drake Additions |
Date: |
Sat, 28 May 2005 03:01:19 -0500 |
On May 27, 2005, at 11:49 AM, Richard Shimooka wrote:
Firstly I'd say it would be prudent that if any change is committed it
should be discussed beforehand... not presented as fait accompli.
These need to be discussed and argued over even before they are
tested. This is especially true of changes that are as major as what
you are suggesting. Also it would be nice if they were all revealed
at once, rather than piecemeal. I'm not against a completely new
balancing per say, however its fairly difficult to discern the
effects of such a major change in a faction if its revealed one by
one.
We did, and it is in the mailing list archives and the developer
discussions forum. Try reading.
Also as I think that at this point there should be a less emphasis on
"rebuilding the entire race" when really the drakes are fairly good as
is, and don't need massive change. This is especially true given that
people want to see a v 1.0 being put out in the near future, we
shouldn't throw the baby out with the bath water by making new major
changes. Instead the focus should be on little changes that would
enhance the already good base we have right now.
Our base right now is terrible, and needs major changes. Areas that
are basically fine are [wood elves, loyalists]. Areas that are ok but
need minor changes are [orcs, undead, mermen]. Areas that are terrible
and messily half-finished are [dwarves, drakes, saurians, naga].
So? Just because it was intended to be something and it fit another
role even better doesn't mean it should be changed, unless it was
unbalancing. Right now it occupies a unique role within the faction,
And design goes out the window...
b] It removes the cliché "mage" unit from the saurians.
+faction_differentiation
Cliche? Its game based in a Fantasy setting. I'd expect some magic
being around. Moreover you use the argument that
Cliché, as in maybe the magic user doesn't have to throw around balls
of damage, eh? There are many other ways of representing magic other
than making them shoot fireballs and iceballs like they have some gun
that shoots magic instead of bullets.
A side benefit of this is that the sky drake, which is currently of
questionable use when compared with saurian skirmishers, will become
a much more generally useful unit. Drake players will have a choice
of attacking with a unit that can help to ensure a hit, or a unit
that can do a lot of damage. Additionally, by having marksman, the
drake flyer will still be vulnerable to retaliation during the
opponents turn - marksman activates only on the offense, not during
retaliation.
Secondly what is the rational of having marksmanship? Conceptually it
doesn't make sense, and even less so on a gameplay basis.
Read the description. And I thought you said conceptual stuff didn't
matter, anyways...
If you think this will make up for removing magical from the
tribalist's attack, it won't. firstly, against elvish archers in a
forest or a thunderer on a mountain the glider with 20% less defence
against pierce and poorer defence will not be effective at all.
That's 10%, but whatever...
Maybe, like it's brethren the sky drake and hurricane drake, it should
get the fly movetype as well.
This brings me to a third point. At this point the drakes already are
a expensive race, and individuals have been griping about this. your
changes will likely result in the flyer being upped in price... which
is exactly not what is needed for an already expensive race.
I think that with the exception of some of the obvious problems I've
already pointed out that these changes should not be applied. It makes
little sense to make such major changes, ones which will have a
detrimental effect on the already problematic balance in wesnoth.
First you want me to make changes in complete blocks, then you want me
to do little "bite-sized" pieces one at a time.