Creation of a Hospital building system.

So, I've had a problem where I retreat my damaged troops and it takes forever for them to heal; My solution, Hospitals! There would be two types of hospitals; Military Hospitals, which would be built in cities, and Field Hospitals, which would be built in provinces. My idea would work like this (Keep in mind that I don't understand the existing healing mechanic. Feel free to explain in a reply)

Military Hospitals-

Cities now have a base healing value (HV) of restoring 1 hp at day change.

At level 1, hospitals increase a city's HV to 2

level 2 hospital, HV 3

LV. 3, HV 4

LV. 4, HV 5

LV. 5, HV 6

Hospitals would also boost morale and population growth, but I will revise this part of the Idea at a later date.

Field hospitals-

Provinces have no base healing value- 0 HP restored at day change.

LV. 1 Field hospital grants the province an HV of 1

LV. 2, HV 2

LV. 3, HV 3.

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26 Replies

General Freiheit wrote:

BMfox wrote:

The day you can revive the dead, Bytro will introduce your field hospital, voodoo temple or whatever you want to call it. 50% of the casualties in a unit are deadly and the other 50% are the severely wounded that are discharged on medical grounds. Good luck bringing those back in active duty with a hospital. What you fail to understand is that if a unit is at 50% health it means that the brigade has suffered 50% casualties.
Another idea, what if Field Hospitals are made, but they have to have an infantry barracks in the same city, so it could replace the troops in the wounded battalion with fresh ones for a smaller cost than making an entirely new unit?
It just makes the game more complicated. Call of War casualty (HP) system seems to be working just fine, you have 15% healing everyday. I don't know how small that cost of an infantry will be, but you can surely just make a new unit (EASILY) and you'll have damage attributes (plus what remains from the old one).

I think healing by percentage rather than raw hp would be better as people would spam hospitals and split their units(very costly and inefficient)

Too complicated, but an easy way would be for production buildings to give a heal bonus to any unit that is produced by that building. Example INF gets a heal bonus when in a city with a Barracks.

Heinrici wrote:

Too complicated, but an easy way would be for production buildings to give a heal bonus to any unit that is produced by that building. Example INF gets a heal bonus when in a city with a Barracks.
So you are saying production buildings can magically create humans out of thin air, to replace the fallen men in battle? Even if they could get warm bodies to fill the gaps, they would need training that would last for a few months at the very least, and that is what the +15% healing is for. By the time the "training" would be complete, you could've made a brand new unit to replace it.

How do Hospitals heal tanks?

They will never implement hospitals, I'm just thinking of something that would be easier to implement, and of course is a bit abstracted, yes there is a hospital included with each barracks.

Heinrici wrote:

How do Hospitals heal tanks?

They will never implement hospitals, I'm just thinking of something that would be easier to implement, and of course is a bit abstracted, yes there is a hospital included with each barracks.

That's the point of the +15% per day change. They represent the medics who treat the severely injured (who would take months to recover) and the mechanics (who repair the vehicles and such). It is important to note that a unit at 50% strength has lost half of their operational strength, meaning half of the men are either dead or severely injured. Sure, you can "repair" the tanks, but you still need people to drive those tanks, and I doubt Tank Plants are the best place to spur the creation of more humans :)

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