Guns in Wesnoth?

Discussion among members of the development team.

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Should some units in Wesnoth have guns?

Yes!
26
39%
No!
40
61%
 
Total votes: 66

Sangel
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Post by Sangel »

If you're not on good defensive terrain you should be hurt in combat. That's why it's a Turn Based Strategy game...
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Loriel
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Post by Loriel »

Darth Fool wrote:well, since turns are several hours long, I suspect that the gunners would have time to reload.
Agreed - though during our four-hour turn a swordsman is probably entitled to more than four slashes with his sword.

Except for purely tactical wargames (with turn lengths representing 15 seconds or so), trying to relate the timescale to reality usually involves too many incompatible requirements to be solved satisfactorily.

I should probably have extended my estimates of rate of fire, to say that crossbows would be similar to late gunpowder units, and bows would be rather faster - the "miss a turn" proposal was a possible way to represent the much slower rate of fire of guns (rather than increasing the number of attacks for bows and crossbows).

I'm not sure it would be worth the trouble of coding, given the lack of enthusiasm for guns (and I'd prefer their removal myself) - it was just an option to explore, which might lead to more interesting gameplay - ie they should be used rather differently from bows/crossbows.
Darth Fool
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Post by Darth Fool »

I agree that if guns are part of Wesnoth, it would be nice if the in game mechanics of them were different, and your suggestion is actually not bad, although the balance issue would be difficult. Would the one turn reload time require that the unit do nothing else, ie a rest event? or would the unit be able to do a melee attack, move, etc...? All said, I think we are better off without them....
enki
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Post by enki »

I think that primitive gunpowder weapons fits perfectly in a fantasy world. It should probably only be used by certain rases though. E.g. I always pictured dwarves as being reluctant to magic and it would make sense that they had to resort to using gunpowder as means to defend themselves against such a thing.

IMHO, a sturdy dwarf with a big blunderbuss just seems right and would be perfect in a world like wesnoth. :)
methinks
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Post by methinks »

Guns are bad, guns are evil :)

Well, if anything, I am pdropping guns totally. Oh, I did say that already, I almost forgot ;P
-Adam
FireDragon

Bad

Post by FireDragon »

Dont use guns. REMOVE GUNNERS NOW. It takes away from the game.
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turin
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Re: Bad

Post by turin »

FireDragon wrote:Dont use guns. REMOVE GUNNERS NOW. It takes away from the game.
i think (and have stated before) that humans/orcs/elves/undead with guns is bad. however, dwarves with guns is fine, it is actually rather common with fantasy games (even more so if they rarely hit, but are VERY powerful if they do). so lose the dragoon and duelist, but you can keep the thunderer.
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Dave
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Re: Bad

Post by Dave »

turin wrote:so lose the dragoon and duelist, but you can keep the thunderer.
I think this is the best solution - except we won't remove the dragoon and duelist, just remove their guns.

Would one of our artists be able to provide modified images of the dragoon and duelist without the guns?

David
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Sangel
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Post by Sangel »

What would you like to replace the pistol with? (I assume they'll still have a ranged attack) A hand-crossbow, perhaps?
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turin
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Post by turin »

Sangel wrote:What would you like to replace the pistol with? (I assume they'll still have a ranged attack) A hand-crossbow, perhaps?
i think a throwing knife might be more appropriate. a crossbow and a light fencing sword don't seem to go together.
i might try to make a good throwing knife image, but it might be hard.

BTW, when i said 'lose the dragoon and duelist', i mean lose the weapons. i wasn't saying get rid of the units. (although i think dragoon's name should be changed).
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
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