Medics are never gonna happen. Anything that heals units will never going to happen. Gold is the only way that allows healing except for the regeneration on day change and Bytro would be stupid to add another way which would diminish Gold sales for that particular Gold action.
Addition of New Special Units
Welcome readers! I just wanted to thank those who have read my previous thread; "AI should be allowed to respond." Without further ado, I'll begin the discussion.
CoW should add "Special Units." I'm not talking about NKVD commandos, or paratroopers. Examples of special units would be medics and morale boosters. While some may consider adding such units could make a player OP, it could change combat in CoW as long as it is on the platform.
Medics
1) Medics will have the ability to heal a unit. The materials to make a medic is all up to the development team. The medic will be able to heal a unit by .2 health points per half an hour.
2) Medics will not be able to fight oncoming enemy units. Without anything to defend them, they are useless. Medics will not be able to heal ships, planes, and nuclear weaponry for obvious reasons.
3) The more you upgrade medics, the more healing they can do.
Morale Boosters
1) Morale boosters will have the ability to give a unit more morale, to make a unit go faster, or so it does more damage. However, the morale booster cannot do all of these on level 1. To simplify, I made a chart:
Level 1 - giving units +.5 morale p. 20-45 minutes
Level 2- faster units, +4 speed p. 30-55 minutes
Level 3 - more effective units, +3 dmg p. 30-60 minutes
2) Morale boosters will have the ability to defend itself, but it will not be as effective as a militia unit or soldier unit. This is why the player will have to cherish and protect the morale booster.
3) Another cool option a morale booster can have (optional) is when defending home ground, the morale booster can lift defending troop's morale, and decrease the enemy troop's morale.
Notes
Medics
Medics do not have to be researchable on the first day, they can be coded to be available on the fifth or tenth day.
Both new units will be available to every country and faction/ideology.
Morale Boosters
Medics do not have to be researchable on the first day, they can be coded to be available on the second or fourth day.
Both new units will be available to every country and faction/ideology.
Thank you for those who have read this thread! Leave any questions or commentary in the "Replies" section.
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11 Replies
Who says that its a bad idea? Gold has many uses in the game, healing may be one factor, but there are many more:
-Speeding up research
-Upgrade morale
-Making up for resources
-Speeding up forming units
-Speeding up building
My ideas might take 2 of those away, but CoW can always come up with other ways to gain profit. Perhaps these units can have more costing. But I see your point.
I am not saying it's a bad idea, more units are always interesting. You just have to consider that more goes into a new unit that just the gameplay aspects for it. Game development isn't a charity after all.
I understand your point. I just wanted to mention that it may not be a good idea in the eyes of some people, but for good reason. But I understand your point.
I don't see the use of medics if your units autoheal in your provinces at day change.
-Untsakad, Politruk
Well,
It takes time for a unit to heal on enemy territory. Thats why we need medics. While I didn't list this and I apologize for not doing so, medics would heal a unit a lot faster than a unit being stationed on home grounds.
Along with that, with the medics, a unit does not have to be stationed or on home grounds, rather they can be anywhere and get healed.
I agree with Agent47 I see it highly unlikely that either of these troops will be added. With that said I this it is more possible that they might add a medical tent or something of the sort. You send your troops there and they heal a bit quicker than normal.SteelStrategist wrote:
Well,It takes time for a unit to heal on enemy territory. Thats why we need medics. While I didn't list this and I apologize for not doing so, medics would heal a unit a lot faster than a unit being stationed on home grounds.
Along with that, with the medics, a unit does not have to be stationed or on home grounds, rather they can be anywhere and get healed.
I would accept medical tents. But if they won't add morale boosters or medical troops, its fine. As long as something similar to either happens, I'm fine with it.
wile I know what you mean what if they were balanced in that they could be attacked and had no defence and had no attack. Plus if it increased moral q small margin. Also it could be made out to be expencive. Also only help infantry units. Excluding commandos. Also the "healing" part wouod take place at day change but would have there own bonus. Lets say level 1 =1% level 2= 2% up to level 3 not blue prints. Also this could be applied to units like mechanics that operate on armor. Not naval units for healing sence repare was done in docks. And air were repared at air bases. Also considering naval units what if they could move to naval bases or local ports and be repaired. Oviously ships could repair from sea but only a bit.Agent47 wrote:
Medics are never gonna happen. Anything that heals units will never going to happen. Gold is the only way that allows healing except for the regeneration on day change and Bytro would be stupid to add another way which would diminish Gold sales for that particular Gold action.
also a moral booster could be a Chaplin. Same thing as a medic
I'm sorry but I don't quite understand what your trying to say, if your trying to disagree or agree, but yes adding other forms of medics such as mechanics would be a good idea. But the whole point of the medic is so you don't have to wait 13 days to get a unit healed, rather its purpose is to heal a unit quicker so the player can mobilize faster.
But rather than a new morale boosters unit, chaplains having basically the same objective is a good idea!
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