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Re: [Wesnoth-dev] Improving the dwarves
From: |
ott |
Subject: |
Re: [Wesnoth-dev] Improving the dwarves |
Date: |
Thu, 3 Mar 2005 07:33:08 +0200 |
User-agent: |
Mutt/1.5.6i |
On Tue, Mar 01, 2005 at 09:01:39PM -0800, Asa Swain wrote:
> the main reason we have the combined races
> is the footpad, becuase the dwarves have no scout.
Why not use some kind of gnomish unit as a dwarf scout, and perhaps call
it Gnomish Vanguard? Stats as quartex proposed, slightly slower than
other scouts, but special new abilities should not be necessary.
(This reminds of the orcs burning villages in Retaking Westin from The
South Guard -- makes me think of Gnomish Engineers. Boom-boom, another
village gone! Great for completely shifting the balance of a game,
eg. against Undead. Probably also great for completely unbalancing the
game, too.)
Then the Outlaws could be split off into a faction for expert players
looking for a more balanced game against beginners. In other words,
weak by design. It would probably have to be removed from Random,
though, which may break KISS.
-- address@hidden
- [Wesnoth-dev] Alternative Balancing, David White, 2005/03/01
- [Wesnoth-dev] Improving the dwarves, Asa Swain, 2005/03/02
- Re: [Wesnoth-dev] Improving the dwarves,
ott <=
- Re: [Wesnoth-dev] Alternative Balancing, James Spencer, 2005/03/02
- Re: [Wesnoth-dev] Alternative Balancing, Richard Kettering, 2005/03/02
- Re: [Wesnoth-dev] Alternative Balancing, David White, 2005/03/02
- Re: [Wesnoth-dev] Alternative Balancing, James Spencer, 2005/03/03
- Re: [Wesnoth-dev] Alternative Balancing, John McNabb, 2005/03/03
- Re: [Wesnoth-dev] Alternative Balancing, David White, 2005/03/03
- Re: [Wesnoth-dev] Alternative Balancing, John McNabb, 2005/03/04
- Re: [Wesnoth-dev] Alternative Balancing, Asa Swain, 2005/03/04