Healing camps

the topic of healing, has always been polemic, because the actual main way of resolving this problem is with gold, or by waiting all over a day in your territory.

I think I have found a possible way of dealing with it, of course, maybe I am wrong

I do think that a healing camp would be a good aid

for example, lets say that it has 3 levels, and in the first level you can cure your crops to the 25% of they original hit points, in the second to the 34% and in the third level to their 50%, of course this is only an example, every treatment would cost resources, and it would take tame, even so, It would be much faster than waiting all the day

if we do it like this, it would be similar to the speed system, you can force troops to move faster or you can build an infrastructure.

In the cities you can improve this structure up to 2 levels, while in the cities it would have 3

the materials for building it would be: merchandise, food, uncommon materials

that would be my idea

please criticize me all you want

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23 Replies

Well, how about a gravedigger unit?

britishgoggles wrote:

Students would surely thank the blogger for coming up with innovative content to keep the readers updated to stand out from the competition.
that comment is out of place , because I already warned from the start that this was an already discussed topic

K.Rokossovski wrote:

Well, how about a gravedigger unit?
and that one has nothing to do with the topic, If that was all you wanted to say, go somewhere else, where the topic and you comment much each other

Improin wrote:

go somewhere else

Sure, man. Enjoy your own private healing thread. Bye.

K.Rokossovski wrote:

Improin wrote:

go somewhere else
Sure, man. Enjoy your own private healing thread. Bye.
thanks, I will make sure to do it, bye

Healing/hospital threads +1. How many have there been??

"It is a fact that under equal conditions, large-scale battles and whole wars are won by troops which have a strong will for victory, clear goals before them, high moral standards, and devotion to the banner under which they go into battle." - Georgy Zhukov

there have been many proposal of this kind

someones said that there should one for every kind of each class of armor

other said that there should be nothing at all

I have my own idea and is that a hospital should help the trops recover, but not to their fullest performance, only to half of it, and only if the hospital level is at the max

like this, the will be no problems , about the ussage of gold

I think it is a fitting element in the game

It is true that the beginning first aid have dramatically reduced the mortality rate of soldiers.

Especially, industrial revolution and trench warfare bring people about period extension of warfare and serious unsanitary.

First aid solved this issues in any way.

But saving their life is not the same than recovering their body which can fight.

On the other hand, some "weapons" such as tanks and armored vehicles were expected to be destroyed from the beginning, so they standardized parts, modules, and components even though sacrificing significant performance.

Perhaps the most famous weapons in this theme is the M4 Sherman tank.

So the Sherman became a fragile yet easily repairable weapon.

Therefore, it might be better addition the function of a repair installation to ○○ foundry, plant, base, or lab that have already been Implemented, or addition building thus of rural province.

You have a point there, it is the main reason why in Germany the tiger tank was adopted as the main type of medium tank even if there were much better ones

but you have missed a point, I am not talking about a whole recovery, I am speaking about a half-recovery , and only if done in the best hospital posible

do you think that people will have the time and resources to set up healing camps everywhere , knowing that bad moral can make the building times unbearable?

they will set up simple tents of level 1 and they will tray to heal their trops to the 25% of their original live

you are right that an infantry can not reattach a broken arm

but it can still fight to some extent, and that extent would be the 25% of its original performance

from my point of view I don't see any problems

Heard about it, I get the impression that you're trying too hard to suit a part of player's convenience and trying to give the units unrealistic abilities.

By the way, if my memory is wrong, I apologize.

But the Tiger tank was designed against the above ideas, so it is supposed to be a weapon that is hard to break though but difficult to repair if it breaks.

So it might be interesting to have different repair speeds, costs, and ultimately the amount of recovery achieved for each doctrine.

yes, sorry, my bad, I don't know why I said Tiger, I meant the Panzerkampwagen IV, sorry

and yes, maybe I am trying to make thinks easier like you said, but what I really desire are to make the game as realistic as possible

that is my wish, and I still think that my idea isn't messed up enough to trow it away

to make thinks clearer I will add same details

the first level will have the same building time as the first level of a fortress, 6h in the best of the cases

the second ones building time will be the same as the 2+3 level of a bunker

and the last level will have the same building time as the 4+5 levels of a bunker, making them to tiresome to mindlessly building it

I can't imagine anything that would reduce the amount of GOLD being used to heal units as something BYTRO would look on favourably.

This would be completely against their "monetization" of the game policy.

General Maximus Decimus Meridius - "Are you not entertained?"

well, you are sadly right there, but I don't view the forum as a place to say only the ideas that may be used up by Bytro, sadly there are many ideas that are prior iced over others, but that is not my point, I like to right whatever I want so that I can feel at easy, and who knows, the future is unknown to everybody

When CoW 2.0 Beta came out for testing a year ago, there were plenty of discussions and this is one topic which had some Excellent Suggestions brought up.

Everything from Hospitals as a new building which increases healing of any units moved into that province, to Mobile Medics which upon joining any stack, add their HP to the Stack and the Medic unit dissolves...

But all of them were shot down and ignored in favour of Pay-to-Play game mechanics.

I can't see any suggestion derailing that Bytro Cash CoW

General Maximus Decimus Meridius - "Are you not entertained?"

OneNutSquirrel wrote:

When CoW 2.0 Beta came out for testing a year ago, there were plenty of discussions and this is one topic which had some Excellent Suggestions brought up.

Everything from Hospitals as a new building which increases healing of any units moved into that province, to Mobile Medics which upon joining any stack, add their HP to the Stack and the Medic unit dissolves...

But all of them were shot down and ignored in favour of Pay-to-Play game mechanics.

I can't see any suggestion derailing that Bytro Cash CoW

None of them were shot down. I commented multiple times that we like the idea of hospitals. We just don't have time to work on player suggestions all the time. But it is absolutely not ruled out that mechanics like this will be worked on in the future. I just cannot promise if or when.

This usually goes for most suggestions. It is very rare that we actively dislike a suggestion and deny it, most suggestions are at least in some part interesting. But there are many considerations to be made, like "do we have time for this?" or "does it fit into the current roadmap?" or "are there other topics with higher prio or higher positive impact?" or "does it contradict other suggestions and would we close them off by this?" or "does this make the game too complicated?" or "are there performance concerns" etc. etc.

CoW2.0 didn't even introduce any new pay to play mechanics, as it was just a visual update.

well, what an imrpovement, thanks freezy, and now for you, I seems that you like lying a lot

pls stop commenting my articles, I have had enought of you, you are never constructive, just keep saying that basically all I ever do is a bad article, while others dont think the same

OneNutSquirrel wrote:

When CoW 2.0 Beta came out for testing a year ago, there were plenty of discussions and this is one topic which had some Excellent Suggestions brought up.

Everything from Hospitals as a new building which increases healing of any units moved into that province, to Mobile Medics which upon joining any stack, add their HP to the Stack and the Medic unit dissolves...

But all of them were shot down and ignored in favour of Pay-to-Play game mechanics.

I can't see any suggestion derailing that Bytro Cash CoW

Improin wrote:

well, what an imrpovement, thanks freezy, and now for you, I seems that you like lying a lot

pls stop commenting my articles, I have had enought of you, you are never constructive, just keep saying that basically all I ever do is a bad article, while others dont think the same

OneNutSquirrel wrote:

When CoW 2.0 Beta came out for testing a year ago, there were plenty of discussions and this is one topic which had some Excellent Suggestions brought up.

Everything from Hospitals as a new building which increases healing of any units moved into that province, to Mobile Medics which upon joining any stack, add their HP to the Stack and the Medic unit dissolves...

But all of them were shot down and ignored in favour of Pay-to-Play game mechanics.

I can't see any suggestion derailing that Bytro Cash CoW

Most of your articles are pretty bad. "guys lets make trenchs" great idea. No creativity is shown. It is always the same idea's as old threads and not done any better. Squirrel on the other hand is explaining the general ideas and outcomes of what had been done about these ideas.

Thanks Young-Jamal... appreciate that...

To your Credit Improin... you have Dev's commenting on this thread...

That's not nothing !

And the fact you're bringing up an idea that has been requested in the past... just show you are on the right track!

Just polish up those rails a bit... and dig a bit into the history of suggestions. You'll likely find some good ones that can be resurrected again for a good chat.

General Maximus Decimus Meridius - "Are you not entertained?"

well, whatever

I guess I lost this one, I will try writing the same article elsewhere tomorrow, with other features and informations

I hope you will have a better opinion over it than with this one because it will have a very long explanation and will be more complicated

till next time, bye

freezy wrote:

OneNutSquirrel wrote:

But all of them were shot down and ignored...
None of them were shot down. I commented multiple times that we like the idea of hospitals. We just don't have time to work on player suggestions all the time. But it is absolutely not ruled out that mechanics like this will be worked on in the future. I just cannot promise if or when.

This usually goes for most suggestions. It is very rare that we actively dislike a suggestion and deny it, most suggestions are at least in some part interesting. But there are many considerations to be made, like "do we have time for this?" or "does it fit into the current roadmap?" or "are there other topics with higher prio or higher positive impact?" or "does it contradict other suggestions and would we close them off by this?" or "does this make the game too complicated?" or "are there performance concerns" etc. etc.

CoW2.0 didn't even introduce any new pay to play mechanics, as it was just a visual update.

freezy

Could the same mechanic that distributes Hitpoints among units of same type and Lvl, be used to bring hitpoints to an existing stack.

right now... if I have a Lvl 1 Taco, at 50% HP, and I stack it with another lvl1 Taco at 100% HP, then split them... they both walk away at 75% HP.

Could a "Field Hospital" / "New Recruits" unit be sent out... and whenever it gets put in a Stack, it distributes it's HP to the units in that stack. As for how much damage does each unit get... use the same algorithm that decides Damage Distribution during combat. Even treat it as Negative Damage distribution, like getting hit by Arty fire and receiving HP instead of taking damage. if someone wants the Field Hospital to apply HP to specific unit(s), they'd have to Separate them from stack and direct the Field Hospital to that unit(s) separately from the rest.

Could be called a Field Hospital or Reinforcements.

So many of the mechanics might already be in game to make such a unit possible?

General Maximus Decimus Meridius - "Are you not entertained?"

I always send my damaged troops back to the capital (out of habit) and build new ones as replacements. You have to understand that everything can not be free as that would doom the game (the light bill has to be paid). I have seen several games that I enjoyed be discontinued so I do not mind supporting games (within reason). It seems to me that this suggestion of healing troops is just a way to not spend gold, the alternative is to continue to build replacements, if I was to recommend a way to faster healing I would put it back into the capital.

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