Level 3 Outlaws: Implemented or Out of the law?
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Level 3 Outlaws: Implemented or Out of the law?
Should level 3 outlaws be included? They are:
Huntsman:
level 3 poacher
dagger-blade, 5-4
bow-pierce-10-4
55hp
smallfoot
5 movement
Fugitive:
level 3 footpad
mace-impact, 11-2
sling-impact, 7-4
61hp
elusivefoot
7 movement
Highwayman:
level 3 thug
mace-impact, 12-4
67hp
smallfoot
5 movement
Huntsman:
level 3 poacher
dagger-blade, 5-4
bow-pierce-10-4
55hp
smallfoot
5 movement
Fugitive:
level 3 footpad
mace-impact, 11-2
sling-impact, 7-4
61hp
elusivefoot
7 movement
Highwayman:
level 3 thug
mace-impact, 12-4
67hp
smallfoot
5 movement
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yes, once they are balanced.
although i can see the argument against them, i don't see what harm it can cause, since they will rarely be reached in MP...
although i can see the argument against them, i don't see what harm it can cause, since they will rarely be reached in MP...
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The footpad, poacher and thug units were intended to be subpar. I understand this, but if you spend the time to level them up then you should at least be able to get a decent unit.
The original intention was that they were a motley crew, a ragtag group that were supposed to provide chaotic human opposition in campaigns. Although WINR (Wesnoth is not realistic), logic says that if a unit works its way up to level 3, it isn't so inexperienced anymore.
Keep em in, it's not unbalancing anything... and if a scenario designer has a major problem with the unit then they can opt it out as shown in the other thread.
The original intention was that they were a motley crew, a ragtag group that were supposed to provide chaotic human opposition in campaigns. Although WINR (Wesnoth is not realistic), logic says that if a unit works its way up to level 3, it isn't so inexperienced anymore.
Keep em in, it's not unbalancing anything... and if a scenario designer has a major problem with the unit then they can opt it out as shown in the other thread.
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If Lv3 outlaws are implemented, then I suggest that Outlaws become a faction of their own, and have the Knalgans get other units (gnomes have been suggested), simply becuase these upgrades will give the Knalgans even more units when they already have the most.
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I'd be with you on this, except it would mean more new 1st level units. 3 units doesn not a faction makeShadowfury333 wrote:If Lv3 outlaws are implemented, then I suggest that Outlaws become a faction of their own, and have the Knalgans get other units (gnomes have been suggested), simply becuase these upgrades will give the Knalgans even more units when they already have the most.

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knalgans have the most units?Shadowfury333 wrote:If Lv3 outlaws are implemented, then I suggest that Outlaws become a faction of their own, and have the Knalgans get other units (gnomes have been suggested), simply becuase these upgrades will give the Knalgans even more units when they already have the most.

most first level units, maybe, but they have barely any third level units. if not nothing, this will make knalgans more balanced, since they would get closer to the number of third level units other factions have. (though probably nothing).
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And I hate stupid people.
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hmmm
i was hoping they'd improve the existing level 2 units first because they were a little too weak, specially when compared to their loyalist counterparts. for instance, poachers and trappers are simply inferior versions of bowmen and longbowmen ...maybe they should all have skirmisher and one extra MP to give them some flavor
so, instead of having the attack power and resistance of loyalist units, they have maneuverability and evasiveness ...how's that?
so, instead of having the attack power and resistance of loyalist units, they have maneuverability and evasiveness ...how's that?

Last edited by lucienium on November 1st, 2004, 11:39 am, edited 1 time in total.
I think this is exactly what people are trying to avoid.Shadowfury333 wrote:If Lv3 outlaws are implemented, then I suggest that Outlaws become a faction of their own
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Fugitive is a progression from Outlaw. I don't even know what a footpad is. Part of a Japanese dancing arcade game?
There are at least 4 outlaw units:
Footpad, Thug, Poacher, Thief
5 if they want to have a magic user.
edit
Try fighting a longbowman with a trapper in the swamp. Spicy!i was hoping they'd improve the existing level 2 units first because they were a little too weak, specially when compared to their loyalist counterparts. for instance, poachers and trappers are simply inferior versions of bowmen and longbowmen ...maybe they should all have skirmisher to give them some flavor
Hope springs eternal.
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a footpad is a petty thief. I'm not sure if it robs by hitting people over the head and then stealing everything from them, or if he is more of a catburgler type.
I think fugitive is a good advancement, because a footpad gets a rap sheet, which gets worse as he and his crimes get better.
I think fugitive is a good advancement, because a footpad gets a rap sheet, which gets worse as he and his crimes get better.
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Well, the footpad sneaks up on you (the padding of silenced feet) and coshes you and takes your stuff. The fugitive is the same guy after people start putting posters up about him...Dacyn wrote:I don't like that name really... how is it a progression from 'Footpad'?MadMax wrote:Fugitive

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personaly i think that having an outlaw faction makes sense and would make the game infinitly more fun. but of course this is a game for DEVs not players, but you would think the DEVs would like to keep players...
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