Robertdebrus / ANLEra

ANLEra add-on for Battle for Wesnoth
GNU General Public License v2.0
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Faction-specific content? #33

Open Lukc opened 6 years ago

Lukc commented 6 years ago

Are factions supposed to have their own specialties except from different villages and castles? I know that elves, at the moment, build villages a bit differently (and they are immediately universities) and that mermen (who ain’t exactly a faction anyway) can build underwater villages.

But are other factions supposed to have special features/options/things? This could be a way to improve balance between the various ANL factions, as well as add little bits of gameplay diversity (undeads could plant mushrooms or dwarves build directly on cave tiles, for example).

Robertdebrus commented 6 years ago

Other factions having their unique benefits is something that I would love to have. Also having balanced factions would be good. I haven't been able to play with this enough against other people to get a feel for what factions are better than others right now, due to needing to have time to play, so any suggestions are welcome!

Lukc commented 6 years ago

A few ideas that come to mind:

Balance would have to be taken into account. Many parts of the code should also probably be cleaned before this is worked on, though.

Lukc commented 6 years ago

@Robertdebrus, @sevu, any opinions as to how far this should go? I see that the swamp-digging and mushrooms-planting for undead were appreciated, but what would you think about new workers or altered gameplay for certain factions?

sevu commented 6 years ago

More diversity would be good, currently it comes down to

More gameplay variety would be a good thing.

Point 1 – price matters probably the most. Undeads being unplaguable may be notable too. Point 2 – I think the best strategy for mainline is to immediately go for the dwarvish fighter. Point 3 can be expanded further / get more of a concept instead of random differences.

A different economy – sounds interesting. Payoffs besides the visual part?

A troll whelp as worker – sounds quite OP, especially with the healing ability. In general the prices for level 1 units would be too low for them being workers. A faction which gets such a boost would need some other place which makes this up. It will also affect general gameplay in case players fight each other (though they have lvl 1 mages anyway) or on the ANL map as the enemies are at level 0. Having to research that first might help. Woodmen could be directly enabled for humans and outlaws. Should woodsman have another job, like hunting in forests, as they aren't farmers? Would probably have disadvantages in making it more complex with researching. On the other hand, making hunting in forests not researchable avoids this and they have still a defensive bonus. Maybe it could scale with advanced woodsmen like it does with mages for researching.

You mentioned somewhere to use generally tents for outlaws – why not, currently they do it only on sandy terrain. An idea I had would be to let some factions directly build (some) things without prior terraforming – e.g. factions who use encampments could build them without removing forests. Though, in case of tents, one would expect the terrain to still have forest properties, which is non-trivial. (custom terrain, custom graphics?) I'm not sure what to do about terrains with embellishment overlay – they need an extra round to be cleared for... removing flowers. That's where above idea originated, together with the fact that there is one separate tent village for tents with cactuses.

Mermen Workers are a hidden gem – they can give unique abilities like build directly a castle in the water. Building prices could be reconsidered, they are very high and the former code was contradicting about if prices should be low or high (copy-pasting mistake). As for mermen priests, should be allowed to study, and if, where, as there are no suitable villages (previous code referred to non-existing terrain codes) I think they should just remain normal units.

In general, if you have something you want to change, it probably will go in. With adding new things, I would keep in mind the complexity and side-effects. As the more complex things become the harder it may be to keep a balance.

Robertdebrus commented 6 years ago

@sevu makes good points here! I am definitely open to more variety. Just noting a few points here:

Maybe we could work on another era within this addon, with more advanced features. You guys are really making me want to do more with this!

Robertdebrus commented 6 years ago

Also, about the Merfolk priestess, the terrain code does exist, it is a merfolk village on top of muddy quagmire. This was originally an option for the Merfolk Worker to build, which could or could not be reenabled. The reason for the unusual terrain code was because a floating elvish/city house would look rather odd, and I wanted something that did not usually happen naturally

Lukc commented 6 years ago

Alright, so many good points coming in; I'll try to answer as many as possible.

Current balance

Some factions already tend towards slightly different gameplays:

A few other things are also noteworthy (I think) in the current version of ANLEra:

So we have:

It may also be worth noting that mainline is meant to be fought with loyalists and against undeads and orcs. Dwarvish fighters may be a strong option in mainline, but with the several factions we have there are other strong options (eg. trolls or woses).

If we add different scenarios, the AI adversaries may also be of different factions.

Different workers/researcher

A few ideas about other units to import that were not mentioned before in this thread:

Different economy

The raw proposal I had for alternate economies was something like the following.

Undeads:

This would make undead build things in a different order (and manner) than other factions: no mass-producing workers to get gold, having mages split between research and economy (and reallocation is possible). This would also solve the “early-game kills grant undead more workers” issue, as those workers would not provide gold anymore, only building opportunities. Undeads would also recruit less walking corpses early game.

I have no idea how much gold per turn should this building produce and how much it should cost to be balanced.


Elves:

Again, different build. The fact that they don’ t build universities would mean they’d have to build dedicated villages to take care of upkeep. I’m also tempted to say elvish civilians should somehow produce gold in forests and not on flat ground for farming, but I don’t know how this could be done with current terrains.


If any of those two sets of ideas are implemented, we’ll certainly have to rethink how technologies are defined, stored and handled. And we should probably find ways to differentiate other non-loyalist faction a bit more.

Various

Other raw ideas

There are of course many other ways to have a faction be played fundamentally differently. Very raw ideas include:

No idea how playable any of those ideas would be. And, again, where would the limit be before it’s not “A New Land” anymore?

Edit: sorry about the huuuge comment. :x

Robertdebrus commented 6 years ago

I'll respond in detail later, but let me just say this now: a I would think that an "ANLEra Advanced" or something similar being added to the addon would not be a bad idea. That could be really fun, while still leaving the regular ANLEra for those who want it.