Rusty Russell wrote:
This means that:
(1) Healers/curers are more powerful, since they can cure up to 6 units
per turn, not ~2 as before.
(2) Allied healers/curers are much more powerful, since they will cure
on *their* turn. Combine this with yours to get double healing.
I think it is actually a good idea - bonus for smart teamplay.
We have three possibilities for simple tuning:
(1) Reduce amount healers/curers do (presumably make villages different)
(2) Reduce number of patients healers/curers can handle (needs priority
decision, probably poison then amount of damage)
(3) Remember which units have been treated, don't let allies treat
already-treated ones.
Ad (2) - I think one of main resons to change healing was to actually
make it simpler, and I really doubt that adding to KISS-Healing any kind
of 'priority decision' is simple.
Ad (3) - like I wrote: I consider it as a good thing, that smart
teamplay can give you some addictional bonus. And I doubt that this will
really affect balancing, since it is really faction- and player- dependant.
And now about (1)...
I really don't want (and I _really_ don't see any need to) change
village healing in any way.
Like I wrote on IRC: my proposal is to set amount of HP healed by healer
to 3 or 4 (4 shouldn't be a problem since we don't have any kind of
healing-stacking besides team-one). And set HP healed by curers to 6.
What's more - let's make healing/curing power dependent on healer/curer
level - so for example make lvl3 mage of light cure 8 hp, not 6hp.
Now you can ask - how do we make formula to set how much unit should
heal/cure, if we want to make it level-dependant? I would like to have
system, which would allow me to easly tweak amount of HP healed/cured by
healer in its unit cfg file. This way this ability would be much easier
to balance per unit (and it would add some intresting options for unit
designers).
Bartek Waresiak
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