undead vs undead solution

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

Moderator: Forum Moderators

User avatar
F8 Binds...
Saurian Cartographer
Posts: 622
Joined: November 26th, 2006, 3:13 pm
Location: Mid-Western United States

undead vs undead solution

Post by F8 Binds... »

I have an idea, since as we all know, undead vs undead is the most boring match-up in wesnoth. Well, I have an idea for changing this. It does not involve changing resistances, adding new specials, or adding new units. It's adding an attack to the adept. It would be some sort of impact ranged (magic is debatable) that is weaker than it's 10-2 cold magical. I'm thinking of a 6-2 or 7-2 impact weapon, (ranged) by the name of "shockwave". It's some type of invisible wave that shatters/breaks objects apart. So, incase you are wondering, "Will it affect match-ups other than undead vs undead?" no, it won't effect them. The cold attack does 6-8 damage more, and there is no single unit other than undead that has a greater cold resistance than impact resistance. Even if this were so, it wouldn't be enough to make the 2nd ranged attack stronger.

Reason to make the ranged impact attack:

It cures the absolute boredom of undead vs undead, by giving it further strategy. Now adepts have the ability to punish skeletons, but since the player will be recruiting adepts, the other units of the undead come into play; now the ghoul has a purpose- to poison adepts that kill your skeletons. Skeletons have a new purpose of not only killing WC's and beating slowly every other unit there is, but killing adepts. Now WC's can create new zombies, via killing these adepts. A new strategy follows this, in which people may actually find this matchup more interesting and fun. (and so that people don't leave a game when they find out that both players are undead, as this is frustrating.)

If you are wondering if this will make the unit overpowered, it won't. A dark adept with a 7-2 impact attack will do 12 damage in day, 16 at dawn/dusk, and 20 damage at night. Reduce this to 6-2, and it will do 10 damage at day, 14 damage at dawn/dusk, and 18 damage at night. Any comments, complaints, threats, taunts, and concerns will be appreciated greatly.

(note that the attacks are against skeletons.)
Last edited by F8 Binds... on February 23rd, 2007, 4:38 am, edited 1 time in total.
Proud creator of 4p- Underworld. Fascinated by Multiplayer design and balance.
I am the lone revenant of the n3t clan.
Glowing Fish
Posts: 855
Joined: October 3rd, 2004, 4:52 am
Location: Portland, OR
Contact:

Post by Glowing Fish »

That is one of the better ideas I have heard.

Although not as fun as my FLAMING BERSERKER VAMPIRE BAT
Glowing Fish
Posts: 855
Joined: October 3rd, 2004, 4:52 am
Location: Portland, OR
Contact:

Post by Glowing Fish »

Oh, serious comment: would the other units in the line keep the attack? Would it get stronger?
whitewater
Posts: 17
Joined: August 5th, 2006, 5:38 am

Post by whitewater »

There are some units with greater cold resistance than impact...(all mermen, gryphon, elusivefoots, others)most have only a 20% difference so if cold attack was stronger there'd be minimal if any change. However Elvish sylph line might be affected, and some other units might be slightly affected a little but not too much....
Sombra
Posts: 273
Joined: August 11th, 2006, 6:38 pm

Post by Sombra »

I like the idea. I thinkit fitting that an adept should be able to fight against its own creations.
Duffchong
Posts: 44
Joined: November 12th, 2005, 7:47 pm

Post by Duffchong »

As for adepts against elusive foots- this change would not affect strategy too much because the high chance to hit of magic would almost always make cold wave the attack of choice. Elusive foots however would need to be more careful about being on poor terrain while near adepts.
User avatar
Noyga
Inactive Developer
Posts: 1790
Joined: September 26th, 2005, 5:56 pm
Location: France

Post by Noyga »

AFAIK the MP dev had other plans to speed up the undead vs undead matchup, i don't know exactly which solution they did choose (it might be some changes on the ghost).
"Ooh, man, my mage had a 30% chance to miss, but he still managed to hit! Awesome!" ;) -- xtifr
User avatar
F8 Binds...
Saurian Cartographer
Posts: 622
Joined: November 26th, 2006, 3:13 pm
Location: Mid-Western United States

Post by F8 Binds... »

Noyga wrote:AFAIK the MP dev had other plans to speed up the undead vs undead matchup, i don't know exactly which solution they did choose (it might be some changes on the ghost).
does it work as well as my way? well, when you find out, can you post what that was?
Proud creator of 4p- Underworld. Fascinated by Multiplayer design and balance.
I am the lone revenant of the n3t clan.
Jeff
Posts: 30
Joined: October 29th, 2006, 6:53 am

Post by Jeff »

Psst, why not make it non-magical?
User avatar
F8 Binds...
Saurian Cartographer
Posts: 622
Joined: November 26th, 2006, 3:13 pm
Location: Mid-Western United States

Post by F8 Binds... »

That's debatable. I'd like it to magical, however.
Proud creator of 4p- Underworld. Fascinated by Multiplayer design and balance.
I am the lone revenant of the n3t clan.
UngeheuerLich
Posts: 319
Joined: February 22nd, 2006, 1:10 pm

Post by UngeheuerLich »

actually undead vs undead is not that bad...
User avatar
F8 Binds...
Saurian Cartographer
Posts: 622
Joined: November 26th, 2006, 3:13 pm
Location: Mid-Western United States

Post by F8 Binds... »

UngeheuerLich wrote:actually undead vs undead is not that bad...
not another higher game... :cry:
Proud creator of 4p- Underworld. Fascinated by Multiplayer design and balance.
I am the lone revenant of the n3t clan.
Velensk
Multiplayer Contributor
Posts: 4005
Joined: January 24th, 2007, 12:56 am

Post by Velensk »

........Acualy if I remember right (from my lurking days) higher gamer accualy realised that one, UngeheuerLich although I have disagreed with most of his posts seems to have more sence in most areas.

I agree that undead vs undead matches are very boring due to the inability of undead to kill each other. Thier primary damage types are cold and blade, and pretty much all of them are resistant to such. The olny undead that seems to be able to hurt skelotons effectivly (walking corpses) gets minced by practicaly anything.
UngeheuerLich
Posts: 319
Joined: February 22nd, 2006, 1:10 pm

Post by UngeheuerLich »

I agree, that it can be accelerated a bit...

part of the problem is, that unit mixing vs undead is tricky, because you only have three effective units: skellis and WCs, and maybe a bat or a ghost as scout.

if you use them correct, WCs counter skellis and skellis couter WCs...

actually all mirror matches tend to concentrate on limited choice of units, but in the undead case, its very obviously...

if you have a good idea for a change, then go for it!
User avatar
Noyga
Inactive Developer
Posts: 1790
Joined: September 26th, 2005, 5:56 pm
Location: France

Post by Noyga »

Some large balancing changes have been made (by the MP dev team, not by me), you should be able to test them soon with 1.3.1.
"Ooh, man, my mage had a 30% chance to miss, but he still managed to hit! Awesome!" ;) -- xtifr
Post Reply