jreider014 wrote:I still thin some should die but a very low percent. Even if death isn't added I like where it is going.
I specifically requested that there be no suggestion of miners being killed in this thread. Even if its a very small percent, because then it just becomes an annoyance, rather than a benefit, to the game having to retrain a few hundred miners every time you get your miners massed, which in war could be quite often for a long war.
As for having medical teams, the in general idea and realism is nice, but I don't see them as needed thing in first introduction of the update. That is of course up to the Admin to decide how much coding he wants to do at one time.
The only way I see medical teams working well, is through the mercenary market like Tetrismonkey said. Overall the idea isn't all that different from Freespirits, of naq being inputed which determines your miner recovery. Only difference is the naq inputed buys medical person, which in turns heal miners.
I don't so much per say care how the admin does miner recovery as long the method doesn't allow people to recover from a miner massing (like more than 70% injured) in a few turns or even in 24hrs. Otherwise, its not going to effective and wars won't change much.
I do however, have another idea, that would per say I think be easier to code.
Set amount recovered
-regardless of what was massed yep, 1 mil miners day.
-Tech Upgrades that can improve to 2.5mil miners a day, 5mil miners a day, 7.5, 10, 12.5 etc...
--This should cost a decent amount, but easily affordable at each army size mark.
--There should also be minimum army sizes needed to purchase and keep each upgrade.
---if army size drops, lose upgrade repurchase
--Should be enough upgrades that army sizes can purchase the one for their army size it takes roughly 4 days to fully recover, assuming they have 100% miners, and 100% injured, which is an unlikely thing to occur.
-This is a daily thing, happens once per day
--easier on the turn change
-if medical units are implemented, they cannot heal pass the maximum, regardless of number trained.
TC