XP in multiplayer
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XP in multiplayer
Mages in multiplayer do not pay. While single player they have many campaigns to get xp, in multiplayer techincs of advencing them are useless against life player becouse he knows what I'm trying to do. Advancing shamans is IMHO imposible. In multiplayer having 2lvl unit happends when game is about to end becouse one player is winning. Why shamans do not get experience for healing? Maybe it would be better to double points gained for fighting and killing in multiplayer, becouse what is the point of creating so many types of units when only 1 lvl will be used.
Right now there is talk of acelerated experiance for multiplayer games and the posibility of keeping armies from one multiplayer game to the next. Its in this thread: http://wesnoth.whitevine.net/forum/phpB ... .php?t=476
I am also considering making mages and archers more powerful, but also increasing experience requirements. This would make it impossible for them to advance in multiplayer, but also would make them more useful at level 1.
Having units with 70% hit guarantees in multiplayer is rather powerful.
David
Having units with 70% hit guarantees in multiplayer is rather powerful.
David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
Mage is just too expensive for what it offers in mulitplayer. It should either be more powerful, or cost less.
Well, just my $0.02
Well, just my $0.02
Milan Babuskov
http://home.gna.org/vodovod
http://home.gna.org/vodovod
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Mages DO have their uses in multiplayer... got and units hard to hit on your way? They'll hit them. Of course, getting the mage there is usually painfully hard.
About the XP system and keeping advanced units... why not allow some random (or fixed) "recalls"? Perhaps the player could also choose them or not.... whatever, would be something like 1 LVL 3 recall, 2 level 2 recalls and 3 level 1 recalls halfway to leveling.
Or perhaps you could allow hiring higher level units, for higher prices, of course. Of course it would be a [censored] to balance it.
Just an idea...
Or having a multi-map game. Something like best out of 3 games. Both sides keep their survived units (in case of ties, this makes sense).
Anyway... Just random ideas.
About the XP system and keeping advanced units... why not allow some random (or fixed) "recalls"? Perhaps the player could also choose them or not.... whatever, would be something like 1 LVL 3 recall, 2 level 2 recalls and 3 level 1 recalls halfway to leveling.
Or perhaps you could allow hiring higher level units, for higher prices, of course. Of course it would be a [censored] to balance it.
Just an idea...
Or having a multi-map game. Something like best out of 3 games. Both sides keep their survived units (in case of ties, this makes sense).
Anyway... Just random ideas.
Another idea... instead of recall you'd have the command restore, which would bring back a dead unit. Instead of costing 20 gold, it would cost 18 + 5 times the level of the unit or something like that... For instance, it would cost 23 to restore a lvl 1 unit, 28 for a lvl 2 and 33 for a lvl 3...
Something better could be worked out, but restoring dead (or destroyed) units would look good...?
Another idea would be a limit to restorations (which I don't know if would really look good), which could be by player (a player can only restore X times) or by unit (like, each unit can be restored only once), or both. Perhaps set by an option in the map options
Like this:
[ ] shroud
[ ] fog of war
[ ] restore
or:
------------x----------- village gold = ONE MILLION DOLLARS
------x----------------- restore times = 3 (goes all the way to 0)
Or perhaps even setable for each player, in the "game lobby" window (when the map's already been created, you know, when you have the button "I'm ready")
Something better could be worked out, but restoring dead (or destroyed) units would look good...?
Another idea would be a limit to restorations (which I don't know if would really look good), which could be by player (a player can only restore X times) or by unit (like, each unit can be restored only once), or both. Perhaps set by an option in the map options
Like this:
[ ] shroud
[ ] fog of war
[ ] restore
or:
------------x----------- village gold = ONE MILLION DOLLARS
------x----------------- restore times = 3 (goes all the way to 0)
Or perhaps even setable for each player, in the "game lobby" window (when the map's already been created, you know, when you have the button "I'm ready")
I dislike the idea. It just makes game last longer. If I tried very hard to kill some opponents unit, and lose many of my units for it, I don't like him being able to "bring it from the dead". If is dead, keep it dead. And also KISS.Shundread wrote:Another idea... instead of recall you'd have the command restore, which would bring back a dead unit. Instead of costing 20 gold, it would cost 18 + 5 times the level of the unit or something like that... For instance, it would cost 23 to restore a lvl 1 unit, 28 for a lvl 2 and 33 for a lvl 3...
Something better could be worked out, but restoring dead (or destroyed) units would look good...?
Milan Babuskov
http://home.gna.org/vodovod
http://home.gna.org/vodovod
IF it is dead, keep it dead. In the case of undead, though, this might be interesting... .
maybe mages should get healing, it would make them more worth it in multiplayer while not really ruining the campaigns TOO much.
maybe mages should get healing, it would make them more worth it in multiplayer while not really ruining the campaigns TOO much.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
What about the either random of fixed recalls?
Setting a number of units with XP for a player would make it easier for people to have advanced units in a multiplayer game.
I was just expanding my idea of the restoration, not trashing my idea of setting "recallable" units in a multiplayer game.
What the hell does KISS stand for, anyway?
Setting a number of units with XP for a player would make it easier for people to have advanced units in a multiplayer game.
I was just expanding my idea of the restoration, not trashing my idea of setting "recallable" units in a multiplayer game.
What the hell does KISS stand for, anyway?