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thih9 2 hours ago

> Frequently Proposed Ideas (FPIs)

> 7. Healing/leadership should give experience

> It is felt that allowing units to gain experience without risk would make leveling-up of such units inevitable. Further, one of the motivating examples of this is so that units such as shaman can have a hope to level up in multiplayer. It is pointed out that if the experience gains were high enough to allow shaman to level up in a single multiplayer game, then it would be trivial to gain the best type of healing unit in a campaign very quickly.

https://forums.wesnoth.org/viewtopic.php?f=12&t=34904#w0fpi7 (2011)

a_t48 an hour ago | parent | next [-]

There's various ways around this (like capping amount of experience per level by source), but ain't game design fun?

shevy-java 28 minutes ago | parent [-]

It depends. Personally I think they should make alternatives more easy. For instance, under Options, for people to pick other ways to level up. Does not have to be 1000000 ways, just, say 3-5 ways in total, first one being the main default and only the main default is kept balanced, the rest can be unbalanced, just allowed per option as-is.

SubiculumCode 35 minutes ago | parent | prev [-]

Other aspects of the game or mod-able, but such things as this I guess is against the grain enough to probably be difficult.