A few suggestions...given how the system currently works and the proposals in the wiki.
The way I see it, the whole health/wound system should cause a sense of dread and fear - but at the same time should not be so extreeme as to frustrate. As it is now, there are no wounds and Medikits restore health too easily.
So, how I would do it is that in addition to HP damage, each hit has a chance of causing a wound. Chance would depend on the strength of the attack (damage recieved) and armor..also luck.
On hit there would be a high chance of a minor wound and a somewhat smaller chance of a critical wound. The stronger the hit, the higher the chance of a critical wound.
All wounds incure penalties.
Wounds also give an additional status effect, that depends on the weapon type. The original proposal on the wiki has all wounds bleeding, but seriously, cauterized wounds don't bleed.
guns, neelder, cutting weapons - bleeding (constant loss of HP over time unless treated)
plasma, laser - scorched flesh (morale loss, pain shock?)
fire - burning (short duration HP over time, ends by itself, panick attack?)
explosive - internal bleeding, disorinetation?
sonic,shock,blunt - loss of TU's (having the air knocked out of you)
Medikits have a limited number of uses and their use has more in common with the original X-Com.
Medikit has 5 options and comes with 5 charges: (or possibly, each option has seperate charges...usually 1 or 2)
- Treat (consumes 1 charge .. or 3 for seperate charges)
- Heal (consumes 2 charges .. or 2 for seperate charges)
- Painkiller (consumes 1 charge .. or 2 for seperate charges)
- Stimulant (consumes 1 charge .. or 2 for seperate charges)
- Stabilise (consumes 5 charges .. or 1 for seperate charges)
Minor wounds can be treated with a medikit, and this removes the penalty.
Major wound can only be treated with a medikit (halves he penalty), but a stay in the hospital is necessary for full recovery.
Stimulants or Pinkillers can be applied to restore some TU's and morale.
Healing restores a small amount of HP and consumes 2-3 charges (we don't want people medikiting a soldier from near death to full HP)
Now, when a soldiers HP reach 0 he isn't dead (YET) be he is unconcius and in a dying state (losses HP every turn untill stabilised). He dies if his HP reach -50% of his normal health. (a soldier with 80HP would have to reach -40 to die). A weapon hit can bring a soldier beneath 0 (so a soldier with 30HP left is hit for 50 damage ends up with -20).
To save the soldier one must stabilise him (which effectively consumes a medikit). That soldiers HP are restored to 0, but he is out for the remainder of the battle and requires extensive hospital treatment.
Aside from bloodspiders, aliens genrally ignore dying soldiers.
Thoughts?