If the new healing system is put in I think that provides for some simpler
alternatives for team healing compared to the current system.

There are a few reasonable ways things could be done.



I think the best would be to have units get healing at the start of their
turns from all sources of healing (including allied healers).

This rule is very easy to understand.

It does make planning a little more complicated than with some other ways
it might be handled, since you don't know for sure where allied healers
might be able to get to or if your ally won't change his mind on where he
told you they might go.

Under the previous system this would have required keeping track of how much
healing a healer had done since its last turn. But under with the proposed
change that wouldn't be necessary.



Another alternative would be to have units heal at the end of their turns
based on all sources of healing available at that time (including allied
healers).

This rule is very easy to understand.

Planning is easier since you know where allied healers will be when healing
occurs.

This will change how healing works when allies aren't involved and presumably
not in a good way. (Otherwise the developers would already have healing
occur at the end of a player's turn rather than the beginning.)

The "color" doesn't seem right. I think having to wait a bit for healing
seems more realistic.

This system could allow a healer to heal more than 6 units between turns
(if some of the healed units were killed and then replaced by units from
an (another) ally).



Another set of options exist where healing is done on the turn of the unit
doing the healing.

However when a unit is healed several times between turns, there is the
possibility of additional damage (or poisoning) occuring between healing
events. And however the ruling on this is made, it will be a more complicated
rule than the above rules. This will also require maintaining state for
each unit, which will make the programming somewhat more complicated.

This does make planning a bit simpler in the first case, because barring
a healer being killed before its turn, the player placing his units in
anticipation of having them healed, will know where his ally's healers
will be at the key time.

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