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Topic: Healing soldiers by medicine

Astuur
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Joined: 2009-02-28, 10:08
Posts: 733
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Location: Frankfurt / Germany
Posted at: 2010-05-05, 07:11

Don't you think that the current almost instant healing is a bit too fast? Maybe Healers (Medicine) could be one science that a tribe can invest into as part of the upcoming science? If I dream on a little further, this knowledge could also help a tribe to recover from infectious deseases striking donkeys, horses, cattle - fish - or even people. I could imagine many forms of natural disasters making their way into the game at some point in the future.


Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills.
I am on Win32, have no means to compile, and rely on prefabricated distributions (Thanks to Tino).

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raistware

Joined: 2009-09-07, 17:31
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Posted at: 2010-05-05, 10:29

Astuur, currently soldiers heals some HP per second. I do not have code at this moment, but I think that heals a random from 1 to 10 per second.

This could be downed if more players think same way. In Settlers II, soldiers full heal just after every battle, so a full leveled soldier is nearly imposible to beat even with one thousand rookies soldiers, full leveled has always 10 hp when battle start against every rookie, and rookies only has 3 hp. On Widelands, a full leveled soldier is very hard to beat at singular battle by a rookie, but if he can't go home to be healed, he dies more or less after 2-3 battles against rookie soldiers.

Medicine as healing plages and diseases is a good idea. But I also think that it is better to add trade features to widelands first.

Sirver, my apologies, it was some years ago, when I first started on widelands, and I do not had clear on my mind what were my ideas and what others ideas face-smile.png

If noone opens a bug, I will open a bug report to clean healers code.


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ixprefect

Joined: 2009-02-27, 14:28
Posts: 367
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Posted at: 2010-05-05, 16:32

raistware wrote: On Widelands, a full leveled soldier is very hard to beat at singular battle by a rookie, but if he can't go home to be healed, he dies more or less after 2-3 battles against rookie soldiers.

This is more or less nullified by the retreat system though: retreating soldiers cannot be attacked, and they don't follow the same movement rules (they're not being blocked). IMHO this is actually the biggest problem in anything involving military at the moment.


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raistware

Joined: 2009-09-07, 17:31
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Posted at: 2010-05-05, 18:38

Are you sure that retreating soldier cannot be challenged? If you have any problem with this please post a replay where retreating soldier ignore challenges of other soldiers.

As far as I know retreating soldiers can be challenged by enemies around, just enemy need to be close enought to retreating soldier (2 units of distance, if I remember correctly). What I always do is just send enough soldiers to surround enemy, overhelming, and soldier is dead in two or three battles at most no matter what level soldier has. But ok, for this you need a very superior economy to provide enough weapons and armors ... but wait: Widelands is economy related, isn't it? ;)

Another option to kill retreating soldiers is launching an attack to enemy's militarysite. Retreated soldier will not have enought time to be full healed, so it is easy to kill it. Also, if you destroy enemy militarysite, soldiers attacking you will cancel his attack (but will continue current battles until ends)

One thing seems to be clear enough : for now healers / medics are not very welcome on military aspect of game. May be in a future they will have their site ... face-smile.png

Edited: 2010-05-05, 18:39

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ixprefect

Joined: 2009-02-27, 14:28
Posts: 367
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Posted at: 2010-05-05, 20:40

@raistware: I don't think I have a replay available right now, unfortunately. However, considering that retreating soldiers can just walk through other soldiers, there definitely is a problem there somewhere.


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SirVer

Joined: 2009-02-19, 15:18
Posts: 1440
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Location: Germany - Munich
Posted at: 2010-05-06, 09:43

@Astuur: such deceases and therelike are planned for the campaigns. It is dangerous to bring too much randomness into widelands, we will have the imbalance issues of warcraft 3 then quickly face-wink.png

I agree with the retreating issue. I also was angry at this from time to time. My suggestion is to make healing much slower, this would also prevent mega rushes, infact it could be beneficial to just swap your soldiers at the front when they are injured through fresh ones. I think that a HP bar in the soldier listing is mandatory also.


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timowi

Joined: 2009-11-01, 23:08
Posts: 146
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Location: Germany
Posted at: 2010-05-06, 11:18

I am for slowing down healing too. You have to wait a couple of seconds and all your soldier are completely healed. I think it should need at least 10 minutes (gametime) to heal a almost dead soldier.


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ixprefect

Joined: 2009-02-27, 14:28
Posts: 367
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Posted at: 2010-05-06, 12:48

Keep in mind that, to complement slower healing, soldiers should also be healed when in warehouse. I'm not sure that is the case right now, I've seen almost dead soldiers come out of warehouses on several occasions.


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raistware

Joined: 2009-09-07, 17:31
Posts: 71
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Posted at: 2010-05-07, 09:35

I have reduced healing ratio in all buildings by 1/3. Also now only one soldier could be healed a time on every military site. Please test if now is less frustrating.

Soldiers at warehouse or headquarters are not healed by now.


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