equipment screens are for dropshipsand or base attack not for soldiersIt should be one of the bigger GUI change. Anyway, there is dependancies with game architecture.
Regarding 1, Keep in mind the aliens have even more advanced technology - If a blast of plasma takes a soldier's head off, I'm sorry, that character will die.It's a gameplay issue. Right now, you either savescum/restartscum or simply accept that you're going to take big hits pretty much at random (due to losing experienced units or supersoldiers)—your only choices for risk mitigation are either incredibly conservative play (since you can't even effectively use Reaction Fire to reliably cover corners, you really need to have most of your forces prepared to engage anything around a corner in this turn before you poke your head around it, and ensure that nothing that could be there can move and then target you) or making sure you always have a low-quality soldier on hand to act as bait and draw fire.
You end up worrying a lot less about corners when you adapt your tactics to include *shooting through walls*.The damage penalty is big, especially since corners involve two walls (meaning you need the big giant gun of no ammo) unless you can get someone into the inside. More to the point, you also have to know where your target is—either by having sighted them, gotten someone close enough to use Goggles, or by guessing based on the source of hostile fire (probably against a civilian) or simple luck.
1. dont let my soldier die, with technology where we can invent lasers weapons and deisng working models and few other things in little tiny lab in month !! we can assume to have enough tech to sustain our soldiers, make their recovery rate long... and make me pay for but dont let them die.No, no, no! Please no!! :o :o
The most straightforward approach I can think of would be to add a "dying" status which stretches between something like zero and negative max health. Each turn they lose some health; either a fixed amount or a fixed fraction of their max health. Medkits can't restore health to a dying unit, but may be used to stabilize them, ending the HP loss. If a unit is in Dying status but still alive when combat ends, the unit is assumed to have been successfully stabilized after combat.Make it "you need to pump them with a medkit every round until the end of combat" and work only when the wound is not /too/ bad, and it might be efficient enough penalty -- essentially, tying up another of your soldiers in a vulnerable position ;)
Make it "you need to pump them with a medkit every round until the end of combat" and work only when the wound is not /too/ bad, and it might be efficient enough penalty -- essentially, tying up another of your soldiers in a vulnerable position ;)Too crippling; I could see having a reduced but not eliminated post-treatment bleeding rate, but from my point of view the primary reason to change is to reduce the incentive to restartscum. If faced with the prospect of tying up another unit (especially while the deploy limit is still 8) camping by the dying unit until the end of combat, especially if they're expending 20 AP per round, I'd probably just restart unless I was solidly into the mop-up phase.
It is supposed to be pretty crippling... Otherwise, it would essentially eliminate the risk factor (well, barring instakills).I don't think it would; under my proposal you're still down a unit for the rest of the mission, and you still need to move a medkit-carrying unit close enough to stabilize him (and spend the AP to actually do so). More than that, he can only be stabilized but not healed with the medkit, so he's looking at a guaranteed stay in a base hospital until he gets back to positive health (if the "large permanent healing via medkits" loophole is closed the stay gets even longer, though it's no longer a jump from "no time at all" to "a bunch of time").
Maybe cut the wounded soldier's APs to say 10 then (so that they can *either* move a bit or maybe fire/RF once) […]Could work, if the soldier is able to be returned to consciousness; I was assuming that he'd be just as thoroughly out of the fight as before, just with a way to make him not permanently gone. That said, just allowing the unit to be stabilized and out of the fight is almost identical to this (it doesn't require a medkit in the downed unit's inventory, granted) without making the player manually order the unit not to die every single turn.
Or, if we get the feature I proposed (heal oneself for 30AP "alt-fire" in medkits), it could just tie up the soldier himself once he's brought to consciousness by another.
have him need to be healed if not *every* turn, then at least pretty often (every 2-3 turns).Eh. The aliens currently hole up too much for this to be meaningful; you wouldn't be able to move very far away, so under most circumstances I think you'd just end up with the same situation