General > Discussion

New wound and healing system on 2.5-dev

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Thurak:
If you keep it more or less as it is then two things must be done, IMO: A few more soldiers at game start and a better hospital.
In game I often need two charges of a medkit to treat one wound, if that's WAD five charges in total for a medkit are a bit to few, I think.

I like the wound system very much, just a bit of tweaking and it will be great.

DarkRain:

--- Quote from: Nokim on July 27, 2012, 09:34:15 pm ---[...]there is a lot of stunned(wounded) aliens in usual fight.[...]

--- End quote ---
Does that mean they fall unconscious simply by shooting them? That doesn't seems right (and doesn't happen for me)


--- Quote from: Thurak on July 31, 2012, 04:20:23 pm ---If you keep it more or less as it is then two things must be done, IMO: A few more soldiers at game start and a better hospital.
In game I often need two charges of a medkit to treat one wound, if that's WAD five charges in total for a medkit are a bit to few, I think.

I like the wound system very much, just a bit of tweaking and it will be great.

--- End quote ---
I adjusted the healing rates 4 days ago (effectively doubling the hospital healing speed), of course a lot of balancing is still needed...

plenty:
I always liked the temporary HP idea.
1 bar, with HP foreground, and 2 background colors, one real, and another for Temporary Health Points.

Combat starts with:
Temp_HP:= Max_HP
Both take damage.

Temp HP can be healed with MedKits, up to 2x Current_HP (but not more than Max_HP).

Soldier loses Current_HP AND Temp_HP when Temp_HP are not at the maximum (2*Current_HP or Max_HP, whichever is less).
The bleed tp Current_HP is equal to  (Temp_HP divided by maximum allowed Temp_HP) *(scalable, for instance 100).
Half that damage is dealt to Temp_HP (so that minor bleeding can actually stop on its own).

What do you think?


Corrected crappy demo of the bar:
(different formula, but same basic idea, stun bar included)
http://plenty.w.interia.pl/hpbar/

headdie:
I know the team is being understandably cautious about using ideas from the X-com games and games inspired by them but would the system for recording health used in the UFO:After#### games be useful in that you have a health bar for your soldier, then depending on what weapon hits the soldier the green portion of the bar decreases and in the new space you get a red and a black portion of the bar.  The red portion being hits that can be recovered by medkit, black can only be recovered in a hospital.  if the soldier is hit again then depending on the damage type again the black will extend further reducing the overall damage recoverable in the field as well as the usual addition of recoverable damage.

Effectively the soldier will need 3 health variables in mission, Maximum health, Recoverable Health and a temporary Current Health.  In geoscape the current health is irrelevant so can be safely dropped and time in hospital incrementally improves Recoverable health until it matches Maximum Health.  This way a soldier that gets badly shot up will take ages in hospital but one who only take a few light plasma burns will be out fairly quickly.

Also instead of beefing up the hospitals directly would it be more useful to add hospital improvement research and/or be able to purchase equipment/supplies for them. 

The supplies route might be useful for balance if early in the war they are plentiful and easily obtained by the player but limit the resupply of the market so as the war goes on, especially if the player uses the supplies over heavily they will find that they have to produce the supplies which takes time and restricts access while not preventing their use.  Basically early on a player can get wounded soldiers battle ready quickly but later on when soldiers are more readily available it can take longer without a little management.

kurja:
I ran the update, says Aug 3rd version in console, but I'm not seeing a new wound system - I get hit and lose hitpoints, use a medkit and get the hp back, just like before?!?

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