Orcish Assassins
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Orcish Assassins
I'm just wondering if there's any specific reason ('we forgot' or 'it's for balance reason X' are acceptable reasons) that the orcish assassin has the full elusivefoot movetype, and not just 1 MP to move over hills... Is its 6 MP slower than the other orcs on hills or something? I dunno, it seems unintuitive.
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All that happened before my time. It's an interesting read.Elvish Pillager wrote:Been discussed before
Given all the other changes that have happened in Wesnoth over the last 3 years it seems reasonable to revisit the question now. Besides, back then 1.0 would've been in sight so people would've been trying to bed things down, not change them.
I tend to agree with EP and Weeksy, but if it requires a rebalancing of the faction to pull off it's probably not worth the trouble.
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Even if the unit is balanced as it is, the only thing I see going against such a change would be if it "Made the game unbalanced." Or some other twist like that. If if makes sense to make it 1 MP over hills and 2 MP over mountains, and there's nothing balance-wise going against this, it absolutely makes sense to make the change. Besides, I doubt any orcs are "trained" anyways. You don't have to tell one how to swing a club. I doubt there is any obvious reason that the assassin, of all units should be slower in it's favored terrain. Look at elves- they are elusive and "Stealthy" like the assassin, but they still get 1 MP in their favored terrain. Perhaps this is a flawed example, but...
I vote for the change.
I vote for the change.
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While the unit is well balanced, being slower on hills than most orcs looks a little weird.
Btw simply allowing it to move faster on hills (which is a very common terrain) will greatly speed up the unit (that is already quite fast). Maybe it is ok, maybe it is too much...
If it is done, this change might need to be balanced by some reduction in power of the unit.
We could probably balance this change by reducing its movement from 6 to 5, but this would have a great effect on the role of the unit in the faction.
Currently, this unit is often used as a secundary scout for the faction, so reducing its move to 5 would deny this role.
Btw simply allowing it to move faster on hills (which is a very common terrain) will greatly speed up the unit (that is already quite fast). Maybe it is ok, maybe it is too much...
If it is done, this change might need to be balanced by some reduction in power of the unit.
We could probably balance this change by reducing its movement from 6 to 5, but this would have a great effect on the role of the unit in the faction.
Currently, this unit is often used as a secundary scout for the faction, so reducing its move to 5 would deny this role.
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All three of you, put your hands behind your head and interlock your fingers!appleide wrote:Thirded.Clonkinator wrote: Seconded. That's a good idea.
This plot to alter the Assassin isn't going to succeed.
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As I said before, I think it's balanced and should stay that way. But could we please get a good explanation for thy this is the way it is? "It's stealthy" doesn't really seem to fit, especially as those humans in the stealthy elusivefoot line are faster than their human counterparts in both water movement and average MP, and the one elf line I consider being truly 'stealthy', the ranger line, is of a faster variety than the fighter line, and does get better movement in certain situations.
If enough people bang their heads against a brick wall, The brick wall will fall down
Alright: why do orcs move better in hills in the first place? Perhaps because they are used to being pushed by their commanders to the limits of their endurance. Now while that is true for the orcish soldier, the assassins - who are sort of anarchic, para-military forces - don't undergo the usual drill, instead opting for a more cunning and physically less demanding profession.Weeksy wrote:But could we please get a good explanation for thy this is the way it is?
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