CIB wrote:Scenarios where this is most important are 4-5 players RPGs, but maybe it would overpower the healer, if he could heal by allies moving to him and by moving to allies.
CIB wrote:I suggest making that definable in WML, something like ally_heal_own_turn and ally_heal_ally_turn for the sides/game_config.
Sapient wrote:with the maximum healing any unit can receive over the entire round being the maximum healing received from any one source, or 0 if the unit is poisoned or cured of poison during that round. Rest healing would stack on top of all that, as it does now.
tsr wrote:I interpret this as units can only get treated once per round. If it is so, how is it worked out. I mean if it's random, there are bound to be some terrible side effects, like a max-4hp unit getting treated by a +8healer and a a poisoned one being treated by a no-curer instead of the opposite.
tsr wrote:- do you intend for units to only be able to heal 8 (or cure poison) + rest-heal /round no matter how many healers are around?
tsr wrote:- do you intend for this healing to take place either at the start of the units own turn or at the beginning of allied healers turns.
tsr wrote:- will it be possible for a poisoned unit to first not suffer from poison (by standing next to an elvish shaman) and then heal poison by standing next to a white mage?
tsr wrote:- each healer can only heal every unit once per round, so standing by an allied elvish shaman doesn't heal 8 (4 on units turn + 4 on shamans turn)
tsr wrote:- a unit might heal 4 from a shaman and then another 4 by standing next to a WM
tsr wrote:Still I think it's a bad proposal, I really think healing is an ability of the healer
The big problem is how to explain this to the player in an efficient manner.
ps. @CIB OAB = options are bad
Sapient wrote:tsr wrote:- do you intend for units to only be able to heal 8 (or cure poison) + rest-heal /round no matter how many healers are around?
In short, yes.
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