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Faction & Era Development • Re: New Core Ships - Design and Stats Discussion

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That makes sense; I have a hard time evaluating "unwieldy". I've buffed the carracks' rams to 35 (too much?), as well as some other various ship stats.
yeah, 35 makes sense for testing. If it turns out to be too much it can be nerfed later.

In case of the raiders, I think 25-2 and 35-2 is a bit overkill due to the fact that they also get oars for retaliation, so might be best to reduce them back to 20-2 and 30-2 respectively, or if you don't want the damage per hit to be lower than the carracks, changing the attack to be 1-strike (something like 45-1 for lvl2, 60-1 for lvl3). raider ships can use the oar attack to finish off wounded enemies anyway.

After thinking about it a little, I'd prefer to keep plague off the ram. 1) the ghost ship already has a lot of specials, 2) ram already has a lot of specials, and 3) ramming plague seems thematically odd to me.

But I'll increase the Lightning and Lost Souls attacks like you suggested, plus a little more to compensate for no plague.
Alright, that works.
Realistically you shouldn't be able to park a fire ship in port or keep one hovering around in reserve - they'll burn down in hours whether in combat or not. Perhaps something like the "burning" ability that lhybrideur suggested?
Would it act like poison (cannot go below 1 HP) or able to kill the ship unit?

Statistics: Posted by ForestDragon — Today, 5:14 pm



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