General > Discussion
New wound and healing system on 2.5-dev
cmmps:
Hi
On the current master the new system for wounded soldiers and the new healing abilities seem fine!
The idea of including the body parts affected when a soldier is at the hospital is also excellent!
However, healing is now too much weak! It barely heals a soldier and now he's/her's health will start to decrease in each turn and more than each healing.
I'd like to hear more about this new system and how it works now.
I hope there will be some more balancing on healing... I'm not saying that healing should heal as much as on previous times but reduce the amount of healing in more than 50%... Mmmm... :-\
Regards
DarkRain:
Hi,
Maybe I went overboard in weakening the medikit...
the idea is that the main use of the medikit in battle isn't to heal the soldiers but to prevent them form bleeding to death, see when a soldier (or alien, they are also affected) receives sufficient damage to a certain body part that part is considered wounded and will start bleeding (HP goes down each turn), the healing mode of the medikit will stop bleeding (serious/multiple wounds might require more than one use to fully stop bleeding - at least at its current power) and recover just a little HP, also the medikit will only have effect when the soldiers have untreated wounds at other times it will do nothing, the idea is to have you actually need to have your soldiers treated in a hospital after battle.
Other things you might want to know:
Each body part causes certain penalties when wounded, treated (no longer bleeding) wounds cause only half the penalty
You can check physdat window (the one you open with the 'P' key) during combat to check the soldier wounds
Admittedly I might have gone too far weakening the medikit (I was considering doubling its power before submitting the patch but I forgot to do it), and on top of that I completely overlooked to adjust the hospital healing rate (game balancing isn't exactly my thing), at least all that was made scriptable so it should be easy to adjust.
PS
I will try to document any and all differences from the wiki proposal in the talk page in the next days
Battlescared:
I like those changes. Med kits are way to powerful in 2.4 and I like the idea of making the hospital more useful. I would love to see it all backed up with stats on doctors, but I know you're headed in the direction of making doctors just a spin dial and removing them from the hiring screen, which is cool. This will put a good balance to the need for hospitals and more detail in the soldiers vs. too much detail in the hiring process.
H-Hour:
I also like the idea that medikits stop bleeding instead of providing HP.
I think the balancing will come from reconfiguring the number of soldiers a player has at his disposal. The real problem at the moment is that the player will quickly run out of soldiers if too many are wounded. Since I'd like to move to a more bruising battlescape, it will be more important to make more soldiers available for hire.
ShipIt:
--- Quote from: DarkRain on July 20, 2012, 01:11:50 am ---... the idea is that the main use of the medikit in battle isn't to heal the soldiers but to prevent them form bleeding to death, see when a soldier (or alien, they are also affected) receives sufficient damage to a certain body part that part is considered wounded and will start bleeding (HP goes down each turn), the healing mode of the medikit will stop bleeding (serious/multiple wounds might require more than one use to fully stop bleeding - at least at its current power) and recover just a little HP, also the medikit will only have effect when the soldiers have untreated wounds at other times it will do nothing, the idea is to have you actually need to have your soldiers treated in a hospital after battle. ...
--- End quote ---
I like this.
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