Seeing over water

Brainstorm ideas of possible additions to the game. Read this before posting!

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Elvish_Pillager
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Post by Elvish_Pillager »

In that case you can refer to my suggestion on the last page. It has no exceptions. :)

EDIT: two pages ago.
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joshbosh321
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Post by joshbosh321 »

why does every discusion end up being an excited (cough, fanatic, cough) discusion about wesnoth "ideals"? Not saying they're not important, but if everyone debates them on every topic nothing will get done!!!
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turin
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Post by turin »

joshbosh321 wrote:why does every discusion end up being an excited (cough, fanatic, cough) discusion about wesnoth "ideals"? Not saying they're not important, but if everyone debates them on every topic nothing will get done!!!
On most topics it is not discussed. However, the only topics that grow to 3< pages are those that either discuss art (and thus keep getting new art posted to them) or discuss wesnoth ideals (since everyone has different opinions on these).
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Dave
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Post by Dave »

joshbosh321 wrote:why does every discusion end up being an excited (cough, fanatic, cough) discusion about wesnoth "ideals"? Not saying they're not important, but if everyone debates them on every topic nothing will get done!!!
I agree. That's why I often end up just doing things rather than posting a discussion topic on them.

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quartex
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Post by quartex »

Being able to see over water, farther than you could normally move makes sense. Whether this should apply to other terrains is arguable.

So why not just make the change for water (and tundra if you really want to). I agree that some decisions can just be made by dave, and i doubt we'll notice the difference. Committees like to make mountains out of molehills. Some discussions are useful and some just go on too long.
Dacyn
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Post by Dacyn »

I don't see how this change would make the game more strategically interesting, and the KISS principle says we should choose gameplay and simplicity over realism.
And now, an argument for why the current system is realistic :wink:
Since EHIMWIMO[1], no one should be able to see 2 hexes across deep water. The reason they can see as far as they do is that they are scouting the area. (How this doesn't use movement will not be explained.)
.. It seems the FoW/shroud system is intended for cave scenarios, where cave wall should block sight. So it wouldn't really make sense to have a system where all units can see a certain distance.

[1]Each hex is miles wide, [2]IMO
[2]This explanation is not officially supported by Wesnoth.
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Darth Fool
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Post by Darth Fool »

The more I think about it the less I like the idea of having a minimum sight distance over water. From a gameplay perspecitve, it makes sense that you are able to see as far as you can move plus one, so you know what it is that you can do this turn. Assuming that you are dealing with units on the enemies side that have the same approximate movement over terrain, you end up with an equal ability to scout out ahead of where you are moving. The only time there is not a balance is when one side or the other can move better on the terrain in question, in which case they probably should be able to see over it better anyways
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