looking at the current proposed stats, some thoughts:
-adding new ships can work as long as the old fake unit ships remain for UMC backwards compatibility
-Not really sure about transport abilities, Such a mechanic deviates quite significantly from wesnoth's design, and is likely to cause lots of problems and weird interactions, especially if used outside scenarios specifically designed around it.
I think if we design ships without transport (at least in core), the current more transport-focused ships can be given other buffs to compensate, like:
-merchant carrack: heal +8, unpoison (to specialize it into a support)
-coastral/iron raider: slightly better melee, +1mp and/or skirmisher
-skiff: better base stats or a secondary ranged attack
-fireship dealing 35-2 damage as a level 2 seems too extreme even for an attack-only weapon. I'd reduce the fire damage to around 25-2 or so, and 20-2 for the impact attack.
-Personally I think Ghost Ship doesn't really need an entire new ability, and one that can actively harm allies too. I think the ship would be better off with something like plague on its attacks, and/or drain on the lost souls attack. Leaning on the undead theme by using existing undead specials.
-unwieldy on ship melees is a good choice, and helps separate them from infantry
-for naval ram, losing 10hp seems a bit unnecessary for an attack that already has major downsides of "can't be used in defense and only usable against enemies in water", it doesn't need a third downside.
-right now there seems to be an oddly small difference between lvl2 and lvl3 for derelict/ghost ships and raider/iron raider (90 on lvl2, 110 on lvl3), so either level 2 would need to be more fragile and/or lvl3 even sturdier.
-pirate carrack is probably my favorite of the ships in terms of stat design - thematically fitting, stats seem mostly balanced at first glance, offers several options while not relying too much on new abilities/specials to make itself stand out.
-adding new ships can work as long as the old fake unit ships remain for UMC backwards compatibility
-Not really sure about transport abilities, Such a mechanic deviates quite significantly from wesnoth's design, and is likely to cause lots of problems and weird interactions, especially if used outside scenarios specifically designed around it.
I think if we design ships without transport (at least in core), the current more transport-focused ships can be given other buffs to compensate, like:
-merchant carrack: heal +8, unpoison (to specialize it into a support)
-coastral/iron raider: slightly better melee, +1mp and/or skirmisher
-skiff: better base stats or a secondary ranged attack
-fireship dealing 35-2 damage as a level 2 seems too extreme even for an attack-only weapon. I'd reduce the fire damage to around 25-2 or so, and 20-2 for the impact attack.
-Personally I think Ghost Ship doesn't really need an entire new ability, and one that can actively harm allies too. I think the ship would be better off with something like plague on its attacks, and/or drain on the lost souls attack. Leaning on the undead theme by using existing undead specials.
-unwieldy on ship melees is a good choice, and helps separate them from infantry
-for naval ram, losing 10hp seems a bit unnecessary for an attack that already has major downsides of "can't be used in defense and only usable against enemies in water", it doesn't need a third downside.
-right now there seems to be an oddly small difference between lvl2 and lvl3 for derelict/ghost ships and raider/iron raider (90 on lvl2, 110 on lvl3), so either level 2 would need to be more fragile and/or lvl3 even sturdier.
-pirate carrack is probably my favorite of the ships in terms of stat design - thematically fitting, stats seem mostly balanced at first glance, offers several options while not relying too much on new abilities/specials to make itself stand out.
Statistics: Posted by ForestDragon — Today, 5:39 pm