Improvement Strategy to Injury System
Posted: Wed Feb 12, 2014 11:36 pm
This Topic is about the state of injuries in the game. I honestly love the idea because it adds flavor to an otherwise stagnant mercenary theme. I love the random occurrences and I think there is a lot of creative potential; however, the current system is well, not fun at all. Flavor aside the costs for healing can be a drag. I can understand the need for a money sink but this could be done better. Here are a couple ideas to curb the punches and give the flavor you are looking for.
No more than one injury per match, or have a timer between injuries. No one likes seeing their entire force writhing on the ground like sissies waiting to be sent to slaughter. It's not thematic, a serious injury suffered by a unit, the group coming to his aid and ultimately making a decision about his future.
If a mercenary is injured after a match there should be a chance for your “medic” to heal them for a reduced cost upfront. This would be an amount that is nearly half the cost (healing cards) it would otherwise be to heal a permanent injury.
The other option is to wait to see if the wound heals itself. Mercs that are injured should have an amount of time that they deal with the injury until it is healed by itself OR becomes permanent. Permanent Injuries would cost full price in Healing Cards to remove. A Coma however would never be permanent, just a timed amount.
Injured Units “Could” come back with small perks instead of negative injuries for fighting through the injury naturally. Image if a unit came back from a coma with something like “Visions of the Nether”. You could even have the positive perks cost healing cards to apply. (keeping your money sink intact)
All injuries Permanent or Not will reduce the AP cost of the unit. Perks should not be game-breaking obviously.
This can be tweaked but the general ideas are there. This also tells a story about your unit, you could even have generic Biography Notes on the unit. I think from a business standpoint this makes sense as well.
No more than one injury per match, or have a timer between injuries. No one likes seeing their entire force writhing on the ground like sissies waiting to be sent to slaughter. It's not thematic, a serious injury suffered by a unit, the group coming to his aid and ultimately making a decision about his future.
If a mercenary is injured after a match there should be a chance for your “medic” to heal them for a reduced cost upfront. This would be an amount that is nearly half the cost (healing cards) it would otherwise be to heal a permanent injury.
The other option is to wait to see if the wound heals itself. Mercs that are injured should have an amount of time that they deal with the injury until it is healed by itself OR becomes permanent. Permanent Injuries would cost full price in Healing Cards to remove. A Coma however would never be permanent, just a timed amount.
Injured Units “Could” come back with small perks instead of negative injuries for fighting through the injury naturally. Image if a unit came back from a coma with something like “Visions of the Nether”. You could even have the positive perks cost healing cards to apply. (keeping your money sink intact)
All injuries Permanent or Not will reduce the AP cost of the unit. Perks should not be game-breaking obviously.
This can be tweaked but the general ideas are there. This also tells a story about your unit, you could even have generic Biography Notes on the unit. I think from a business standpoint this makes sense as well.