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Re: [Wesnoth-dev] Alternative Balancing


From: Asa Swain
Subject: Re: [Wesnoth-dev] Alternative Balancing
Date: Fri, 4 Mar 2005 12:14:25 -0800 (PST)

I don't think we need to change the number of traits
units have, nor do I think quick occurs too often. Do
the math, every unit that has traits gets two,
(ignoring dexterous, which is only for elves) there
are four traits units can have. Thus the chance of
getting quick is 50%. I think it's important that all
units either have traits or don't, if we start having
units with 1 trait or 3, it's going to get really
confusing. People have also been proposing new traits
for ages, but I really like the basic 4 that we have.
Overall I don't think quick makes a unit so powerful
that we need to nerf traits. A quick dwarvish
guardsman would be able to move 5 hexes, but he's also
have less hitpoints, making him less useful at
actually guarding other units.

-Asa

--- John McNabb <address@hidden> wrote:

> On Thu, 3 Mar 2005, David White wrote:
> > >I really don't think a single quick guardsman
> would be dangerous even 
> > >with a move of 4.
> > >
> > Do remember that there is now a 50% chance that a
> dwarf will be 'quick'. 
> > So half of dwarvish guardsmen will move 4.
> > 
> > David
> > 
> 
> I hadn't realized that, but I would consider that a
> problem.  If half the 
> units have a particular trait, we really need either
> more traits, or more 
> units with only 1 or no traits.
> 
> -- 
>
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>       "In theory, theory and practice are the same, 
>               but in practice they're different."
>
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> John W. C. McNabb
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