This sounds good to me.

John aka darthfool

On Sat, 11 Mar 2006, ott wrote:
> 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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> 

-- 
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        "In theory, theory and practice are the same, 
                but in practice they're different."
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John W. C. McNabb
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