General > Discussion
First aid?
btfx:
This is in reply to the above post (didn't want to quote that huge block).
Ok, so now we can say Shooty has 65/90 HP. The question is, what happens when Shooty gets another 60 damage hit? Does he have 30/5 HP? Is he dead? What happens if he then gets another 20 hit? If he's not dead then, is it just for the mission? Does he go to 0 HP?
Artanis:
--- Quote from: btfx on February 10, 2008, 05:29:29 am ---This is in reply to the above post (didn't want to quote that huge block).
Ok, so now we can say Shooty has 65/90 HP. The question is, what happens when Shooty gets another 60 damage hit? Does he have 30/5 HP? Is he dead? What happens if he then gets another 20 hit? If he's not dead then, is it just for the mission? Does he go to 0 HP?
--- End quote ---
If his in-mission hp goes to 0, he'd be dead. So if Shooty takes another 60-damage hit, he'd be down to 30 in-mission and 5 post-mission. If he takes another 20 beyond that, he'd be at 10 in-mission and -15 after-mission.
Part of my suggestion was that, if something like this were to happen, the soldier would be treated as though he had 1hp left when he got back to base and began making the Medics earn their pay. I figure that if a field-portable medikit can keep him alive and in combat shape, then they'd probably have the means to keep him alive long enough to get him somewhere that he can be stabilized and then shipped back to HQ ;)
That's just one way to handle it, of course
btfx:
Yes, that's how I would imagine it too. But what about multiple heals? could a soldier have 100 in-Mission HP and -372 post-mission HP. I think not.
Also, I think soldiers with post-mission HP less than 0 should have a chance of dying after the mission, proportional to the absolute value of their post mission HP and the amount of time it takes to get back to base (perhaps give them a chance of death every 5 seconds?)
Captain Bipto:
--- Quote from: DaNippers on January 22, 2008, 02:03:55 am ---I Like the idea that Medipacks heal temporary (That is to say from a realistic view not a player view, lol), But I think Hospitals need either improved to work a little faster or Faster with more Doctors, Or a way to research faster healing techiques and Tech's (Ala Nano-technology and Cloned organs lol). But yeah the Temporary healing sounds more balanced for medi-packs.
--- End quote ---
I like the idea of medipacks providing temporary hitpoints that go away at the end of the missing (perhaps not a 100% reduction though). In x-com the medpack was used to keep people from bleeding to death and curing stun damage. The fact that both in UFO:AI and X-com the medipack is a very important piece of equipment that can keep your guys together is a sign the developers know what they are doing. Another issue regarding balancing med packs is that remember, in x-com you started with***DRUM ROLL*** snazzy looking jumpsuits as your uniform (not armor) while in UFO:AI you can get battle armor, which is better than nothing. On the normal difficulty my guys, if lucky can survive two hits, that is...before getting healed.
Another way to balance medipacks would just to give them a limited number of charges! Give them 4 charges or something.
shevegen:
--- Quote ---Altough i quite liked the ability to revive dead soldiers in ufo:aftershock
--- End quote ---
hehe i dont like this idea for "normal" soldiers, but maybe one day we have massive amounts of implants, and then
it would just be a matter of repairing those implants, rather than healing the guy in question ... ;)
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