should slow take exactly one turn to cure?

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Blitzmerker
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should slow take exactly one turn to cure?

Post by Blitzmerker »

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?
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Caphriel
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Re: should slow take exactly one turn to cure?

Post by Caphriel »

This has been discussed before, as a simple search would have shown you.
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Blitzmerker
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Re: should slow take exactly one turn to cure?

Post by Blitzmerker »

Thanks for the link.

I just searched the Idea Forum…
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Re: should slow take exactly one turn to cure?

Post by Gambit »

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.
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Re: should slow take exactly one turn to cure?

Post by Iris »

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...
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Re: should slow take exactly one turn to cure?

Post by Gambit »

Soliton's post seems to contradict that though. Dunno.
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jb
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Re: should slow take exactly one turn to cure?

Post by jb »

Soliton's post seems to contradict that though. Dunno.
Soliton posting a link to a bug report is hardly contradiction.

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.
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Re: should slow take exactly one turn to cure?

Post by psychic »

I second jb
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Re: should slow take exactly one turn to cure?

Post by Dunno »

OT:
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zookeeper
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Re: should slow take exactly one turn to cure?

Post by zookeeper »

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.
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