General > Discussion
New wound and healing system on 2.5-dev
cmmps:
Well, you have conviced me. :)
Anyway, a little of more HP would be welcome.
As someone posted, you may get out of available soldiers fast, specially at the beggining of the game.
Or you can get out of space in the base to build more livintg quarters! What you going to do? Unhire wounded soldiers? :-\
So, IMHO, the hospital should have a better recovery rate.
It also makes sense the question of having doctors and, maybe, with skills... The better the skills, the faster the soldiers are recovered.. 8)
Carlos
Battlescared:
On further thought, it may end up nerfing the med kit too much. Perhaps there could be a limit to the amount of healing that can be done on the battlefield? Maybe a 60% or 70% healing health cap, in addition to the wounds, that the med packs can't heal beyond. That would give them some general use on the battlefield and let us get soldiers healed up to a point they might be able to take one good hit, but still have a use for the hospital to finish the healing between battles.
Wirelizard:
One thing I've talked about with friends who also play UFOAI and who played XCOM was to make the medkit healing "temporary" or "field" healing. You're patching people up and pumping them full of drugs so they can complete the mission, then afterward most of that "healing" wears off and they're into the hospital for real, proper recovery.
So someone gets wounded down to, say, 30 out of 90 or so HP, you medkit them back up to 75 or 80 HP in the field, but when they get back to the base hospital their real healing starts back at 30 or whatever HP. Maybe give a bit of a bonus for field treatment, as that would help somewhat, but currently it's almost better to take moderately wounded and valuable people on simpler missions (clearing a scout crash, say) and medkit them back up rather than wait for the hospital, which is... not quite right!
Thurak:
It is a possibility, but what do you do when a wounded gets healed up to 90%, is shot again, gets healed and shot again and so on and then dies with -1000 health at mission end? Maybe that's even realistic (to be patched up and, drugged so one is combat ready for one more minute or so before dying), but as a player I want to know after the battle that every soldier alive now is alive when the dropship returns to base and then stays alive at the hospital.
Just give the medkits ~20 hp instead of 2 and I think that would work fine. Definitely makes it more difficult, but that's not a bad thing! Oh and as mention: improve the hospital recovery rate.
It's a cool feature, thank you very much!
Jon_dArc:
--- Quote from: Thurak on July 26, 2012, 11:44:24 am ---It is a possibility, but what do you do when a wounded gets healed up to 90%, is shot again, gets healed and shot again and so on and then dies with -1000 health at mission end? Maybe that's even realistic (to be patched up and, drugged so one is combat ready for one more minute or so before dying), but as a player I want to know after the battle that every soldier alive now is alive when the dropship returns to base and then stays alive at the hospital.
--- End quote ---
There are three obvious ways to handle that. One is, as you note, allowing soldiers to die at the end of a mission, which IMO is a bad way to handle it (for your reason, among others). Another is to raise all 0 or negative health values for surviving soldiers to 1 at the close of a mission. The third would be to redefine death—a soldier would die when taking damage that leaves that soldier at 0 health or less, and so the temporary healing could allow a soldier's real health to become negative, extending recovery time. This seems messy and error-prone, so I guess the more reasonable version would be to tack on a recovery-time penalty whenever a soldier is raised to 1 real health at the end of a mission. I'm not going to dig into the pros and cons of these approaches unless it looks like temporary healing is actually being considered, though.
~J
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