Search found 1278 matches

by Celtic_Minstrel
Today, 5:25 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 264
Views: 12273

Re: Dunefolk balancing rework ideas - discussion.

It is better to go either for the full negative resistances of the elusive foot move type units, or have neutral resistances like the existing naga while using a lower hit point total to make it sufficiently vulnerable (as is the relationship between merman fighter and merman hunter). As a starting...
by Celtic_Minstrel
Yesterday, 6:49 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 264
Views: 12273

Re: Dunefolk balancing rework ideas - discussion.

name wrote:
Yesterday, 2:20 am
3) Naga are highly serpentine, and in mythology half cobra (probably king cobra). Wesnoth's naga likely do have fangs.
For the record, I don't think Wesnoth's nagas have any cobra in them; but fangs, probably.
by Celtic_Minstrel
December 15th, 2018, 11:32 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 264
Views: 12273

Re: Dunefolk balancing rework ideas - discussion.

Could it just be called Chakram, I wonder? Or does it need to have a more purely english language based name for the translation process? If the latter case, how about "ring blade", "throwing ring", "ring discus" or "razor ring"? That's not an easy question/ I think something involving "discus" wou...
by Celtic_Minstrel
December 15th, 2018, 4:45 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 264
Views: 12273

Re: Dunefolk balancing rework ideas - discussion.

castle -1 mp coastal reef -1 mp deep water +10% def flat +10% def forest +10% def fungus +10% def hills +10% def mountains -2 mp sand +10% def shallow water +10% def swamp +10% def village +10% def Some comments on this based on lore... The improvements to deep water strike me as a little dubious. ...
by Celtic_Minstrel
December 14th, 2018, 2:33 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 264
Views: 12273

Re: Dunefolk balancing rework ideas - discussion.

at the very beginning we thought that the 50% fungus would be a nice trait and would help DF in certain situation in a fairly balanced matter. But the reasons lorewise to not 50% on fungus is understandable after user "name" brought up some valid points against it and enforcing the lore. Now we wou...
by Celtic_Minstrel
December 11th, 2018, 1:56 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 264
Views: 12273

Re: Dunefolk balancing rework ideas - discussion.

Maybe make it not have magic on both attacks? I don't think any other unit does this.
by Celtic_Minstrel
December 9th, 2018, 6:53 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 264
Views: 12273

Re: Dunefolk balancing rework ideas - discussion.

there was some discussion about the Dunefolk's mushroom defense being improved - is that still under consideration I feel like that is one of those thematic versus game play issues. I would be interested in hearing the story behind that idea and since I don't believe it makes a huge difference in g...
by Celtic_Minstrel
December 9th, 2018, 5:01 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 264
Views: 12273

Re: Dunefolk balancing rework ideas - discussion.

"which includes cobras and basically all venomous snakes" sorry to say but that is false not all venomous snakes fall under Viperidae. It's not necessarily the case that the common name "viper" is 100% equivalent to the scientific name "Viperidae". Common names in general are less precisely defined...
by Celtic_Minstrel
December 9th, 2018, 1:52 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 264
Views: 12273

Re: Dunefolk balancing rework ideas - discussion.

For the record, I think a fire melee for a jinn is quite reasonable. Gryphons, ghosts, drake gilders, etc., cannot stand up to the dedicated mermish or naga units fighting in water for very long. But they can switch over to fighting on land if they are outnumbered in the water (and vice versa). Then...
by Celtic_Minstrel
December 8th, 2018, 1:18 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 264
Views: 12273

Re: Dunefolk balancing rework ideas - discussion.

Neutral resistance to arcane. Based on lore, I'd suggest a moderate vulnerability to arcane (maybe 10%). I'd like the Jini to be a floating unit, but 10%/20% on water would be a big problem for water control. That was the whole point of adding new units. I'd probably set it to 6 or tops 7 without t...
by Celtic_Minstrel
December 5th, 2018, 2:36 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 264
Views: 12273

Re: Dunefolk balancing rework ideas - discussion.

The dandan/dendan fish/whale might be cool to have as an "extra" unit that's not in the faction, but in my opinion it's wholly unsuitable for a faction unit, because it would be incapable of leaving the water. No other faction has a unit incapable of moving on land. (Indeed, the only mainline units ...
by Celtic_Minstrel
December 4th, 2018, 1:37 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 264
Views: 12273

Re: Dunefolk balancing rework ideas - discussion.

I can see the value of a ranged attack but is it better than giving both blade and pierce melee (or it could have 3 different attacks, which would allow it to have a even more useful role against larger variety of enemy factions) ? Also do you think it would be redundant considering the number of m...
by Celtic_Minstrel
December 4th, 2018, 5:10 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 264
Views: 12273

Re: Dunefolk balancing rework ideas - discussion.

so one could dip this poison on a weapon i think that hardly work for a water unit. wouldn the poison get washed away from the water and potentially make it impotent or poison himself. considering this, it would have a poison attack via fangs/bite or spit, which seems very uncivilised for a more ad...
by Celtic_Minstrel
December 3rd, 2018, 1:42 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 264
Views: 12273

Re: Dunefolk balancing rework ideas - discussion.

Don't remove the shield bash! :( It's cool! Ghype, the reason for arguing about whether the weapon works underwater is because nagas are amphibious. Some of their fighting is undoubtedly done entirely submerged. Thus, it's important that their weapons will work underwater. I'm not sure whether blowp...
by Celtic_Minstrel
December 2nd, 2018, 3:50 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 264
Views: 12273

Re: Dunefolk balancing rework ideas - discussion.

Water offers higher resistance than air, so weapons with a larger surface area (such as a mace) are less effective. A weapon relying significantly on momentum (such as bolas or a chain whip) would likely also be less effective underwater, though of course it depends on how streamlined it is (bolas a...