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Discussion / Re: New wound and healing system on 2.5-dev
« on: July 31, 2012, 06:26:35 pm »
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/
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/