Self-healing for Healers
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Remember, though, there is also a limit to how much a specific unit can be healed. so "give all healing to this unit" really means heal that unit as much as allowed, then distribute healing among remaining units. not that that's a problem, though.
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When I said I thought there should be controll of who the healer heals, I meant, for instance, if there are three units around a healer, it can heal two of them by 4 HP. I was asking for controll of which of the two of them it chooses to heal, not the ability to dump all 8 HP onto one unit.
What I'm asking for doesn't actually change the game or how healers work, it just gives the player controll of which units get healed, which seems like a fairly logical ability to have. The HP dumping would actually be a significant alteration into how healing works.
Okay, people are saying that it would be a hassle to choose who gets healed, but I don't really think it would be that bad. He's how I see it, a little window pops up with the list off all the potencial units the healer can heal. You pick two of them. Quick, easy, should add only seconds to the turn, and I doubt it would ever add more than half of a minute to a turn even with many healers.
What I'm asking for doesn't actually change the game or how healers work, it just gives the player controll of which units get healed, which seems like a fairly logical ability to have. The HP dumping would actually be a significant alteration into how healing works.
Okay, people are saying that it would be a hassle to choose who gets healed, but I don't really think it would be that bad. He's how I see it, a little window pops up with the list off all the potencial units the healer can heal. You pick two of them. Quick, easy, should add only seconds to the turn, and I doubt it would ever add more than half of a minute to a turn even with many healers.
But if you are in the middle of a battle of several turns, with several healers in several different circumstances, you have to take much more care about who is healed, and it quickly becomes tedious. Powerfull, but tedious.iBrow wrote:Okay, people are saying that it would be a hassle to choose who gets healed, but I don't really think it would be that bad. He's how I see it, a little window pops up with the list off all the potencial units the healer can heal. You pick two of them. Quick, easy, should add only seconds to the turn, and I doubt it would ever add more than half of a minute to a turn even with many healers.
It's ok to have it as an option, but that requires also UI code, and devs are usually less proned to implement UI than other things...
Of course, if you do a patch that includes this behavior, it will surely be appreciated and strengthen your request.

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- Posts: 11
- Joined: June 11th, 2005, 2:45 pm
The last post in this thread was a half year ago so sry people to actualise this thread but I was just searchign for the same thing.
The problem is still the code. I can program a bit and
if you want I could try to make something like an example
and one of the programers would have to change it correctly and implement it.
I also think it would be cool if it would be standard like it is now, but that
you can modify your healer when you want.
I thought:
1.Standard(like now)
2.Heal most wounded units first
3.Heal poison
4.DONT Heal poison
2: Not selecting which unit is easier.
3&4: Imagine you have 2 healers and a unit is poisoned so the computer
will now take the first healer two take the posion and the second to heal.
But what is if the computer takes the wrong healer and some units that you want badly that healer Nr.1 heals Don't get healed....
So with that you could tell him which should take poison,
in my example healer Nr.1 heals the units and Nr.2 takes the poison.
What do you think of?
Cool would be also a possibility 5. Where you can select which units get healed but this could get difficult to implement...
The problem is still the code. I can program a bit and
if you want I could try to make something like an example
and one of the programers would have to change it correctly and implement it.
I also think it would be cool if it would be standard like it is now, but that
you can modify your healer when you want.
I thought:
1.Standard(like now)
2.Heal most wounded units first
3.Heal poison
4.DONT Heal poison
2: Not selecting which unit is easier.
3&4: Imagine you have 2 healers and a unit is poisoned so the computer
will now take the first healer two take the posion and the second to heal.
But what is if the computer takes the wrong healer and some units that you want badly that healer Nr.1 heals Don't get healed....
So with that you could tell him which should take poison,
in my example healer Nr.1 heals the units and Nr.2 takes the poison.
What do you think of?
Cool would be also a possibility 5. Where you can select which units get healed but this could get difficult to implement...
-
- Posts: 11
- Joined: June 11th, 2005, 2:45 pm
The last post in this thread was a half year ago so sry people to actualise this thread but I was just searchign for the same thing.
The problem is still the code. I can program a bit and
if you want I could try to make something like an example
and one of the programers would have to change it correctly and implement it.
I also think it would be cool if it would be standard like it is now, but that
you can modify your healer when you want.
I thought:
1.Standard(like now)
2.Heal most wounded units first
3.Heal poison
4.DONT Heal poison
2: Not selecting which unit is easier.
3&4: Imagine you have 2 healers and a unit is poisoned so the computer
will now take the first healer two take the posion and the second to heal.
But what is if the computer takes the wrong healer and some units that you want badly that healer Nr.1 heals Don't get healed....
So with that you could tell him which should take poison,
in my example healer Nr.1 heals the units and Nr.2 takes the poison.
What do you think of?
Cool would be also a possibility 5. Where you can select which units get healed but this could get difficult to implement...
The problem is still the code. I can program a bit and
if you want I could try to make something like an example
and one of the programers would have to change it correctly and implement it.
I also think it would be cool if it would be standard like it is now, but that
you can modify your healer when you want.
I thought:
1.Standard(like now)
2.Heal most wounded units first
3.Heal poison
4.DONT Heal poison
2: Not selecting which unit is easier.
3&4: Imagine you have 2 healers and a unit is poisoned so the computer
will now take the first healer two take the posion and the second to heal.
But what is if the computer takes the wrong healer and some units that you want badly that healer Nr.1 heals Don't get healed....
So with that you could tell him which should take poison,
in my example healer Nr.1 heals the units and Nr.2 takes the poison.
What do you think of?
Cool would be also a possibility 5. Where you can select which units get healed but this could get difficult to implement...
scott's idea seems to be good though, and it does not require interface.
EDIT: It also saves the time to teach the AI to use it, since it would simply be the way healing happens.
EDIT: It also saves the time to teach the AI to use it, since it would simply be the way healing happens.
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"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004

Turn on, tune in, fall out.
"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004
There must be a maximum unit healed by a healing unit per turn (so that, for an example, a hurt elvish shaman can't heal all the units that are next to her, but maybe just 1 or 2)
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