Oooo......argggggh,
My dear folks. This is beginning to sound very RPG (my fav genre btw). But lets all be reminded that this is 4x strategy game...... lets keep the concept perhaps down to a couple of simpler terms like:
Health (Max bar).
Remaining health (green?).
Lost health (Red?).
1/2 (or a defined %) of that lost health per battle can be healed, remaining ones in hospital.
Healing in battle limited to medikits (and skill level of medic will increase / decrease tat %).
Simple enuf?
lol, your rpg paranoia is impressive.
believe me, it is not so easy to turn a game into a rpg.
even games that are meant to be rpg-s like the popular mmorpg-s fail at it practically all the time.
for example, i once played a mud (text-based mmorpg) and gave a dwarf his brains that i got from our previous encounter.
and people said: "oh, you can even roleplay in an rpg!"
i think that if ufo-ai wasn't overdoing the k.i.s.s. rule, this discussion would not be spammed with those "overly complicated and rpg" proposals so much.
the ai right now, once you have set up some los in the tactical field, gives all the initiative to the player to kill the aliens when the player is prepared.
what's the fun of it?
assuming that
1) ai changes in the future will make the aliens more dangerous.
2) the maps where there is so much open ground that the tactical missions become a tedious but otherwise boring logistics task, will be more rare.
there will still be people that want more challenge, and certainly not in the form of more tedious running from cover to cover under the watchful eyes of your snipers on extra large maps.
now, as masochistic it might sound, bleeding on the battlefield is a fairly simple concept that can create some more chaos.
and, as far as i remember, someone among the devs has written here in the forum that he would like the soldiers to be able to take more than one hit before they die.
but, to keep the game more challenging, what i feel is that those soldiers that got the hit that did not kill them should not be very useful for the rest of the battle.
and this is exactly the reason why i very sincerely and very humbly suggest that wounded soldiers should have really low stats or even become unconscious, nothing very mysterious about it.
as for the medikits, as far as my own personal opinion goes, if there is no bleeding, the medikits might be removed altogether.
the soldier got hit, but the soldier does not become crippled until the end of the battle and there's even no increased risk of loosing the soldier after a few rounds of medikitting.
if a mission briefing would say that "your mom is among the civilians and you might want to consider being more careful with the grenade launchers this time" then that would be rpg imo.
uhh....