Hans A. Pils wrote:
Sorry guys to be the party pooper, but if we had hospitals, the winning tactic would be: Compose a very big stack (so you'll never have units dying), crush a few enemies with it, then withdraw it from the front to the next hospital and after waiting for a few days, send it back to the front again.So this would not only incentivize big stacks even more than CoW already does. It would also bring along a lot of work moving units to the front and back, again and again, which I can't imagine to become my favourite hobby. Don't know if you'd like that, but I'd consider that to be quite a hassle.
That's two disadvantages that new building would have.
Also I don't really see a problem with the way it is now. If you don't want to pay the upkeep for heavily damaged units, you can send them on a suicide mission into enemy territory - that way they'll at least deal a bit of damage to the enemy. Whereas if you want to pay the upkeep and wait until they're back to 70% or 80% health, well, then at least you have that option.
I usually take heavily damaged units away from the front and use them as coastguard somewhere - they'll hardly be able to stop an enemy invading, but at least shine light on a section of my coast, so I see an invasion approaching earlier. Having in mind that since about a year, you don't see somebody disembarking on your coast if that beach isn't within the line of sight of any of your units. So you should never have a single coastal landing point without any of your units nearby. And to cover your entire coast, you can well use damaged units. They can recover while doing that boring job.
I agree but also must disagree with you.
I don't like mega stacks at all, but a strategy of building big stacks, let them fight and get close to death then retreat can be done for almost any unit no matter the size. Additionally, this makes those specific mega stacks unable to conquer new land but simply act as a defence unit as if for example; fight for 3 days, retreat for a day, heal for 4 days then head for battle again results in a 6 day off the battle result which is a really long time this is not really a viable strategy to take new land, or at least is a super slow method, realistically the way I see this working is these troops would fight a few battle against a player, and by the time they are healed the war would be over. I don't ever get into fights that last over a week with a player, wars I find just don't take that long. Then once the troops are healed they are ready for the next war.
The method I proposed for a hospital would not have instantly healed troops. A 20% boost to damage received rather than the 15% would result in troops healing at max lvl hospital 35% of damage received would still take a long time for troops to fully heal. An example of this is a troop at 40% condition will go along the progression of:
40--> 61--->74-->83 So in 4 days the troops have healed 40 condition. In the current method it would follow:
40--> 49--->59-->65-->71-->75-->79-->83 which is 8 days to heal only 40 condition. As you probably know but ill mention it, troops heal more when more damaged so a troop at 5% condition will heal way faster than one at 90% condition. Adding to this healing % would get troops up to average fighting shape faster but still take ages to get to 80%+ so they never will fight like brand new again.
I personally feel this is simply far too long. The games pace has increased from what it was in 2016, but healing has not changed for this. 1.5 esp has a much faster pace, it results in stacks surviving with 10% condition which pretty much renders the entire stack useless, whereas in 1.0 damaged stacks would have single troops left due to the more replacing nature of troop damage when 1 troop dies, then the stack condition bumps back up and so on. Troops move 15% faster min in 1.5, battles are now 2x as fast at 30 mins not 60 mins. The pace of the game has changed, but healing has not which I would argue is not right. If originally id say 100 maps probably took around day 40-50 to end based on when elite research would be done (day 40 was from memory when we got elite troops, or day 44?, doesn't really matter) Now 100 maps end in day 20-30. This means the pace of the game is much faster, meaning troops should heal faster to adjust to the new dynamic of the maps and their speed.
In my 100 map I am even concerned that late game troops are a little too expensive and will go into this in a later post, but having to still pay for these troops while useless sucks. And your idea of suiciding troops is I don't like to ever be insulting sorry, but stupid. If I win a battle, why am do I also lose it at the same time? It makes no sense to me. If I eliminate the enemy stack, and have 30% condition by the end of it I also am a loser in that fight.
Just to touch on your point of mega stacks again, I agree mega stacks should not be boosted. But I don't believe making it so stacks of 10 troops, 20 troops, 5 troops what ever should be negatively impacted by mega stacks. The solution to stop mega stacks should be mega stack related and not impact other stack sizes. Troop stacks of any size can use the hospital building. For example, stacks above 20 in size also receive a slow reduction in damage dealt similar to SBDE. Currently 10 troops enter combat max. But what if if that stack had 25 troops in it total then there would start to be a damage % reduction similar to having 12 arty in an army not 8. That imo is how to deal with mega stacks, a mega stack relation solution, not making all stack sizes suffer because of mega stacks. I already believe building large stacks in 1.5 is quite effective and would very much like this to be reduced, so my reasons for hospitals are very opposed to aiding mega stacks. But in my current 100 map, I wiped an enemy stack of 30 troops with 20 of my own stack, but now my stack is at 17 troops with 15% condition which means I still gotta pay for them despite them being useless. And im never going to suicide them as that would just be completely against how I like to play which is all about being as efficient and KD effective. Both for stats but also the simple fact as the less troops you lose the more likely you are to win.
I believe if there is a problem, fix the root of the issue, not what the issue has created as then the problem never goes away.
Hopefully this can help you see my side of this argument. As always thank you for posting your opinion on the matter and while we may disagree here, at the end of the day we both want the same thing. A fun CoW experience. 