Right now we have a nice little discussion about the healing algo in the IRC. (26th march, 2006, ~12:10pm) My proposal would be to make healing/curing as kiss as possible. This means giving a healer/curer a fixed amount of HP that it distributes to *every* unit around him. This would make it rather simple to explain and the players would really understand how healing works. It would be possible to say which units will be healed and how much HP they will gain. I think right now there is not much about tactics with healing since it is not really possible to say which units will be healed. The only tactic I see connected to this is normally called "gambling". To make sure that not more than 6 units per turn are healed we could make it "allied units are only healed when no own damaged units are around" or we could insert a var that documents how much a unit already was healed in a turn. And we could set this var to a max of 8 and the "resting-healing" does not check on this var. I think something like this would probably be best for the player.
My proposal in short: A healer gives a fixed amount of hp (less if the unit would go over max hp) to every unit close to him, no matter if ally or own unit. The unit would have a var how much it has been healed this turn. This var would be maxed when the unit is cured from poison. The healer gives no more HP if the max already has been reached. It should be rather easy to explain that a unit is only healed up to 8hp per turn and that a healer give 3 hp to every unit close to it. And the healer of course works in *his* turn... I hope a simple algo like this will be implemented. Greets, Nils Kneuper aka Ivanovic _______________________________________________ Wesnoth-dev mailing list [email protected] https://mail.gna.org/listinfo/wesnoth-dev
