undead units could use some way to heal
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undead units could use some way to heal
every race can heal by staying in villages -- granted.
But if you want to move quickly, without resting one turn here and there in villages, then you need a way to heal on the way.
Orcs regenerate.
Elves have healing units.
Undead units could use a way to heal.
How about one of these ideas?
1. Basically, you are paying 1 gold for 2 HP in a unit like a skeleton -- other units are even more expensive. I suggest a unit in which you pay 1 gold for 6 HP. So, 20 gold for 120 HP. This unit follows your units like a healing unit would, except that when it heals your units it loses its own HP. If it is attacked, it has -400% resistance to all attack types, say -900% for holy. This means you are paying 3 times less for this unit per HP, but if attaked you are losing 5 times as much. With these stats, a white mage could kill this unit in one attack hitting 2 out of its 4 attacks. Additionally, this unit could have a weak draining attack.
2. Undead units heal 2 HP at night, lose 1 during the day.
3. undead units that kill their enemies feast on the energy, gaining 4 HP for the kill (except zombies where their kill becomes a zombie).
Neil
But if you want to move quickly, without resting one turn here and there in villages, then you need a way to heal on the way.
Orcs regenerate.
Elves have healing units.
Undead units could use a way to heal.
How about one of these ideas?
1. Basically, you are paying 1 gold for 2 HP in a unit like a skeleton -- other units are even more expensive. I suggest a unit in which you pay 1 gold for 6 HP. So, 20 gold for 120 HP. This unit follows your units like a healing unit would, except that when it heals your units it loses its own HP. If it is attacked, it has -400% resistance to all attack types, say -900% for holy. This means you are paying 3 times less for this unit per HP, but if attaked you are losing 5 times as much. With these stats, a white mage could kill this unit in one attack hitting 2 out of its 4 attacks. Additionally, this unit could have a weak draining attack.
2. Undead units heal 2 HP at night, lose 1 during the day.
3. undead units that kill their enemies feast on the energy, gaining 4 HP for the kill (except zombies where their kill becomes a zombie).
Neil
you said elves have shamans, orcs have regenerate... what about the other factions? why should undead get healing when knalgans, drakes and humans don't?
1) i really don't like... you shouldn't be able to pay gold to heal your units. it doesn't work like that. also, it sounds like sometimes you wouldn't want it to heal someone, since then it would die...
2) day and night should only change damage, nothing else, IMHO.
3) makes no sense.
1) i really don't like... you shouldn't be able to pay gold to heal your units. it doesn't work like that. also, it sounds like sometimes you wouldn't want it to heal someone, since then it would die...
2) day and night should only change damage, nothing else, IMHO.
3) makes no sense.
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well that's fine... I'm not really sure how the game is supposed to be played. You probably have more experience than me playing the other races. My only point is that you should be able to take a team off a track of villages and not have them slowly wear out-- unless that is one of the traits of the race. In which case, that's fine... but we should say so: XXX have no way of healing.turin wrote:you said elves have shamans, orcs have regenerate... what about the other factions? why should undead get healing when knalgans, drakes and humans don't?
1) I'm not saying paying gold to heal a unit. I'm talking about a new healing unit that youw ould buy that would differ from other healing units in that it gives up its own life to heal other units and I was including costs and stats so that we could visualize how this might work. I'm not opposed to some races not having the ability to heal... it just means that they won't work well in stretches where there are no villages unless they have other traits that allow them to work well.turin wrote:
1) i really don't like... you shouldn't be able to pay gold to heal your units. it doesn't work like that. also, it sounds like sometimes you wouldn't want it to heal someone, since then it would die...
2) day and night should only change damage, nothing else, IMHO.
3) makes no sense.
No, most races are not supposed to have healing. Elves and orcs are the only two races (out of 6) which do.neil wrote:My only point is that you should be able to take a team off a track of villages and not have them slowly wear out-- unless that is one of the traits of the race. In which case, that's fine... but we should say so: XXX have no way of healing.
3) You should see 'drain', AbilitiesWML. Many undead have this specialty.
but they're second level, so in default settings they don't appear nearly as often as other forms of healing.Arthelorn wrote:Why is nobody mentioning the white mages? Loyalists (Humans) CAN get them.
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When I first read your suggestion, I was also a bit confused.neil wrote:I'm not saying paying gold to heal a unit. I'm talking about a new healing unit that youw ould buy that would differ from other healing units in that it gives up its own life to heal other units and I was including costs and stats so that we could visualize how this might work.

I like the idea of unit healing others by giving them its own hitpoints. (Should it stop when it has 1HP, or should it die? Perhaps when dying, it could restore all units around to full HP.) Let's call it "Volunteer for Sacrifice".
