On Fri, Mar 10, 2006 at 10:57:05PM -0500, john w. bjerk wrote:
> Healers/Curers should do a fixed amount of healing per adjacent unit,  
> no matter how many units are adjacent.  Healing/Curing could stack,  
> but the Healing cap of 8HP(+2 resting) per turn per unit would not be  
> changed.  The effect on poison would be unchanged.

It's worth a try, and should be easier to code -- and to explain!

Rough first draft:

"Each unit is healed 4HP per turn by each adjacent healer and 8HP by
each adjacent curer, but no unit can be healed more than 8HP in one turn.
Every village has a curer attached to it, and some other types of terrain
have a healer or curer attached.  Every troll regenerates as if it had
a curer permanently adjacent and therefore gains no additional benefit
from being in a village or adjacent to healers or curers.  In addition,
2HP per turn can be recovered through resting by any unit."

I don't think the complexities of the current healing algorithm
affect balance especially strongly.  It just makes the behaviour quite
non-intuitive and unnecessarily unpredictable, with some weird corner
cases (e.g. where some unit gets only 1 point of healing due to the
specific configuration of healers, even though a different ordering
of application of healing would have led to it getting a full 8HP of
healing).  The KISS principle says we should simplify this behaviour.

BTW, what happened to Torangan's max-flow based algorithm?

-- [EMAIL PROTECTED]

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