Re: The injury system today
Posted: Sun Mar 09, 2014 3:05 am
to be honest I thnk that injuries could and should be used in a diffedent way to give extra coolnes to the game or the the singe mercenary:
lets say that the injury is just temporary, it lasts 24 h unles it is critical/coma. when the healing time is done, the unit is gonna have a "scar" or something like s "scar point: get 10 points, get a scar". that scar might give to the unit a slight advantage. nothing major. something lke +3% fear chance or something similar. It has to be REALLY SLIGHT and LiMITED IN NUMBER bu it might have some interesting sides.
Having an injuried mercenary can, now, be treated in 2 ways: 1 heal him with and getting rid of the negative stats, waiting for him to recover naturally loosing time (or laying with some maluses) but gaining those slight advantages later that can eventually give a a lot of charm to the character himself (an angry skull warrior with a scar on his eye sounds really cool to me).
And here comes a strange idea: what if we make healing cards delete all/some of the previous scars and their bonuses? we now have some experienced mercenaries with tones of scars that actually will not want to heal to keep teyr stats high and in this way having a defeat comes with the wounds that I think is cool for a warrior to show but this is not too punishing because it actually is only a temporary damage or malus.
since now you are not forced to heal anybody, it should no longer feel like a total annoyance but a choice you make!
tl;dr : give injuries a heal time (24H) and if the player choose to wait reward him with slight bonuses on the wounded characters: It should feel less punishing and more like a choice and a good chance to gain some extra coolnes/power
lets say that the injury is just temporary, it lasts 24 h unles it is critical/coma. when the healing time is done, the unit is gonna have a "scar" or something like s "scar point: get 10 points, get a scar". that scar might give to the unit a slight advantage. nothing major. something lke +3% fear chance or something similar. It has to be REALLY SLIGHT and LiMITED IN NUMBER bu it might have some interesting sides.
Having an injuried mercenary can, now, be treated in 2 ways: 1 heal him with and getting rid of the negative stats, waiting for him to recover naturally loosing time (or laying with some maluses) but gaining those slight advantages later that can eventually give a a lot of charm to the character himself (an angry skull warrior with a scar on his eye sounds really cool to me).
And here comes a strange idea: what if we make healing cards delete all/some of the previous scars and their bonuses? we now have some experienced mercenaries with tones of scars that actually will not want to heal to keep teyr stats high and in this way having a defeat comes with the wounds that I think is cool for a warrior to show but this is not too punishing because it actually is only a temporary damage or malus.
since now you are not forced to heal anybody, it should no longer feel like a total annoyance but a choice you make!
tl;dr : give injuries a heal time (24H) and if the player choose to wait reward him with slight bonuses on the wounded characters: It should feel less punishing and more like a choice and a good chance to gain some extra coolnes/power