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Wounded Units
Posted: Fri Nov 10, 2006 8:27 pm
by Hakem
Been playing for a while now and had a thought the other night I thought I'd share. when we attack or are attacked units are killed however it's not uncommon in battle for some units to also be 'wounded' so why not have this ingame? You could make it maybe 10% of units killed are instead 'wounded' which puts them into another category in the training screen, basically wounded units no longer contribute to battle and must be 'healed' (or repaired if they're replicators) at which time they become lifers (wounded units will never be able to fight like they once did but can contribute to your realm by working in the mines). Also every turn say 1% of any wounded units in your realm would die (if you leave wounded units for too long before healing them then some will die).
Admin might even want to consider creating certain weapons that wound more or less units. Also perhaps one bonus of being a replicator (and I'm not one so this isn't for me) ingame could be that healed replicators become UUs again instead due to their remarkable regenerative powers.
Any Mercs used in battle would have to die (they couldn't be wounded as this would allow players a backdoor way to create more lifers)
This idea wouldn't make a big difference to the balance of the game in my opinion, but would give a bit more depth.
Be interested to hear what people think of this idea

Posted: Fri Nov 10, 2006 9:03 pm
by ~SPARTAN~
I like the idea, but i think making special weapons to "wound" more men might be taking it a lil far, I mean woudn't it be much smarter to jus buy more powerful weapons to kill more men?
Posted: Fri Nov 10, 2006 9:12 pm
by GAT-X207
interesting but no to wounded->lifers. put them in a hospital. if u really want some lifers then hav untreatable wounded ( small% of wounded)
Posted: Sat Nov 11, 2006 3:21 am
by Asclepius
sounds pretty gd, with the points that SandMan and GAT-X207 make as well i think it might be a popular idea- oh and with the 1% of wounded units in your realm dying could that mean then that perhaps you get another research tech or something so that initially you get a higher % dying every turn but if you get better healing technology then that % dying decreases- but to a lowest limit so you don't get a 100% survival rate of the wounded. Also with healing the units, would they automatically go to a "hospital" in your realm and get healed over time, or would you have to make the choice of healing, and with both would it cost naq to do so? just some thoughts, like the idea

Posted: Sat Nov 11, 2006 5:15 am
by Kaska
no, no, that's too much Chaos, as far i can c
...
Posted: Sat Nov 11, 2006 5:35 am
by Hakem
I figured healing units would involve basically paying out some resources (a bit like repairing damaged weapons) though I'm open to suggestions on that. Appreciate the feedback, keep it coming

Posted: Sat Nov 11, 2006 7:25 am
by Dagr
Kaska wrote:no, no, that's too much Chaos, as far i can c
where do u c chaos in this? i like the idea 4 the most part mayb a few things changed
Posted: Sat Nov 11, 2006 8:08 am
by R3B3L
jreider014 wrote:Kaska wrote:no, no, that's too much Chaos, as far i can c
where do u c chaos in this? i like the idea 4 the most part mayb a few things changed
Im assuming hes talking about the Medical Rate in chaos. Well to be honest dude this is different. The chaos Medical just reduces your casulties, where as this suggestion makes you actually have to heal wounded.
Posted: Sat Nov 11, 2006 1:42 pm
by [SGC_ReplicĂ…tors]
Since when did we take prisoners
Posted: Sat Nov 11, 2006 2:00 pm
by Asclepius
Well its not really about taking prisoners because in reality soldiers would get injured and most likely either try and remove themselves from the fighting (some of whom would be unsuccessful and would be killed by the enemy) or others with minor injuries could carry on but need medical attention afterwards, again if they were not killed. Afterall no policy of taking no prisoners could always be 100% successful and some injured ppl would get away..