General > Discussion

New wound and healing system on 2.5-dev

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Starbug:
A fourth way would be that during a mission, the medkit can only heal soldiers by a certain percentage of their max health, say (for argument's sake) 80%.

So for example if a soldier had 100 max health, and took some damage, the medkit could heal up to 80hp, regardless of how many times he is wounded, however after it has healed 80hp total, using the medkit won't have any more effect for that mission. So he needs to go back to hospital to heal.

This could be exploited a bit though, if you take wounded soldiers on fresh, easy missions to heal them up, but you could make it so that soldiers that are 'moderately' or 'heavily' wounded can't leave the hospital.

Alternately, just give a cap on how much health the medkit can heal in a mission, per solider. That way the medkit still has 'infinite ammo', but limited use. If that made any sense...

H-Hour:
I don't see any reason in the game to have the medikit restore HP for soldiers. It's a life-saver -- not a healing potion. If your soldier is near death, protect him.

(It's also a stimulant pack, but that's a separate thing.)

ShipIt:

--- Quote from: H-Hour on July 27, 2012, 06:39:43 pm ---I don't see any reason in the game to have the medikit restore HP for soldiers. It's a life-saver -- not a healing potion. If your soldier is near death, protect him.

--- End quote ---

Me thinking the same way.

Nokim:

--- Quote from: H-Hour on July 27, 2012, 06:39:43 pm ---I don't see any reason in the game to have the medikit restore HP for soldiers. It's a life-saver -- not a healing potion. If your soldier is near death, protect him.

--- End quote ---
Totally agree. But now there is no need in gas grenades, stun rods and electrolasers - there is a lot of stunned(wounded) aliens in usual fight. So, maybe they should randomly die in contamination unit especially under research? Just to make more sense in taking captives. Bitwise in reports it's said that aliens die during experiments especially before getting the universal serum...

Telok:
What XCOM did was to track wounds and base both bleeding and damage off of that.

Each wound bled, more wounds meant faster bleed out (makes needler and shotgun very slightly better if they penetrate armor). Each wound was treated individually by the medi-kit and only healed 3 hp (I'd suggest about 65% for UFO:AI). Each wound could only be treated once by the medi-kit. Furthermore medi-kits could heal morale and stun damage by using different medications. The medi-kits had 10 charges for each type of healing.

edit: https://www.ufopaedia.org/index.php?title=Medi-Kit_%28EU%29

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