should slow take exactly one turn to cure?
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- Blitzmerker
- Posts: 50
- Joined: March 20th, 2007, 5:44 pm
- Location: Germany
should slow take exactly one turn to cure?
Hi all
At the moment slow is cured at the end of the turn the unit belongs to.
So when an archer attacks an elfish shaman and gets slowed, the slow effect will wear of after the attack.
But when the shaman attacks the archer, slow would be much "stronger".
I think the slow effect should not wear of at the end of the turn the unit belongs to. It should wear of at the beginning of the side that slowed it.
Another example:
currently, in a 1 vs 3 scenario if side 4 slows a unit of side 1 slow has less effect as when side 2 slows this unit.
What do you think of this Idea?
At the moment slow is cured at the end of the turn the unit belongs to.
So when an archer attacks an elfish shaman and gets slowed, the slow effect will wear of after the attack.
But when the shaman attacks the archer, slow would be much "stronger".
I think the slow effect should not wear of at the end of the turn the unit belongs to. It should wear of at the beginning of the side that slowed it.
Another example:
currently, in a 1 vs 3 scenario if side 4 slows a unit of side 1 slow has less effect as when side 2 slows this unit.
What do you think of this Idea?
:(){ :|:& };:
Re: should slow take exactly one turn to cure?
This has been discussed before, as a simple search would have shown you.
- Blitzmerker
- Posts: 50
- Joined: March 20th, 2007, 5:44 pm
- Location: Germany
Re: should slow take exactly one turn to cure?
Thanks for the link.
I just searched the Idea Forum…
I just searched the Idea Forum…
:(){ :|:& };:
Re: should slow take exactly one turn to cure?
These two posts by silene and Soliton in that thread are interesting:
http://forums.wesnoth.org/viewtopic.php ... 77#p404177
http://forums.wesnoth.org/viewtopic.php ... 54#p404354
It's not really been denied it seems. It's just a really low priority. Though the status of the issue may have changed in the meantime.
http://forums.wesnoth.org/viewtopic.php ... 77#p404177
http://forums.wesnoth.org/viewtopic.php ... 54#p404354
It's not really been denied it seems. It's just a really low priority. Though the status of the issue may have changed in the meantime.
Re: should slow take exactly one turn to cure?
I don't think it's changed, and I can see why it'd not be priority to implement. Adding more state information to units than we already have tends to scare away developers/contributors from the burdensome task of documenting the new changes, making sure it's MP safe, making sure it behaves correctly, considering all the border cases...
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
Re: should slow take exactly one turn to cure?
Re: should slow take exactly one turn to cure?
Soliton's post seems to contradict that though. Dunno.
Re: should slow take exactly one turn to cure?
Soliton posting a link to a bug report is hardly contradiction.Soliton's post seems to contradict that though. Dunno.
Remember that in wesnoth we try to keep things KISS. Right now, when a unit is slowed it unslows at the end of it's turn. Simple, and consistent.
If you start changing the way slow works, you have all sorts of knots to untangle. What happens in a slow vs. slow battle? A shaman who is slowed when attempting to slow a pillager? What happens when both blue and green slow a red unit? Is the original slow or the new one taken effect?
All of these things are un-KISS and create inconsistencies in the way the ability works.
Re: should slow take exactly one turn to cure?
I second jb
Re: should slow take exactly one turn to cure?
Maybe I should know better and not reply to this anymore, but in any case, the only un-KISS thing about making slow last a full turn is that it'd require a counter of some kind so you could check how long exactly it'll still last in case you've forgotten which side slowed the unit. There's no inconsistency at all in any of the inconsistencies mentioned so far: if you get slowed then you'll be slowed for the next full turn, and that's all there'd need to be to it gameplay-wise.
The requirement for a visible counter is pretty much the only rationale I've seen against such a change besides "who's gonna do it" and "it could upset balance". Whether or not you can currently effectively use slow in coordination with your allies depends entirely on the turn order, which is just plain silly and annoying.
The requirement for a visible counter is pretty much the only rationale I've seen against such a change besides "who's gonna do it" and "it could upset balance". Whether or not you can currently effectively use slow in coordination with your allies depends entirely on the turn order, which is just plain silly and annoying.