Slow is working in a very unbalanced way in team games

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

Moderator: Forum Moderators

User avatar
tekelili
Posts: 1038
Joined: August 19th, 2009, 9:28 pm

Re: Slow is working in a very unbalanced way in team games

Post by tekelili »

zookeeper wrote:There's absolutely no point in derailing an otherwise potentially sensible thread with something about moving control of units to another side. :annoyed: Please.
:lol2: Ok, np. I knew was hopeless, just wanted put it on the table.
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
World Conquest II
User avatar
jb
Multiplayer Contributor
Posts: 499
Joined: February 17th, 2006, 6:26 pm
Location: Chicago

Re: Slow is working in a very unbalanced way in team games

Post by jb »

Boucman and Yoyobuae basically answered this already.

As I explained to tekelili on the MP server, the turn order for slow has already been thought out. The concept of a unit being slowed when attacking a shaman/pillager/etc., and remaining slowed after it's turn was an exploitable advantage we wanted to avoid.

Locked.
My MP campaigns
Gobowars
The Altaz Mariners - with Bob the Mighty
Soliton
Site Administrator
Posts: 1635
Joined: April 5th, 2005, 3:25 pm
Location: #wesnoth-mp

Re: Slow is working in a very unbalanced way in team games

Post by Soliton »

"If gameplay requires it, they can be made to live on Venus." -- scott
Locked