pineappledan
Deity
Motivation:
Currently, heal every turn effects are a boolean 0/1 ability that makes your unit heal the full amount of HP that they would recover if they had fortified for the turn. This means that this ability stacks with things like Medic, Fountain of Youth, and Survivlism I/II. The ability to heal as if fortified each turn nearly wipes out any benefit to NOT moving/attacking/pillaging with the unit that turn. This removes a tactical choice to heal units.
Proposal:
- Create a new integer column for unit promotions that allows units to heal a defined amount each turn, regardless of action (this can actually be done with existing vanilla code but it's kind of a mess)
- Change all healing effects from "Heal as if fortified regardless of action taken" to "heal an additional 10 damage this turn regardless of action taken"
Affected promotions:
March, Survivalism III, Air Repair
Tactical considerations:
A flat 10 HP heal each turn would stack with fortification. So you could heal even faster if fortified.
For example:
A survivalism III scout currently heals between 15-20 HP depending on if they are in owned or neutral land every turn, regardless of action.
With this change, a survivalism III scout would heal 10 HP if it takes an action, and 25-30 HP per turn if it chooses to fortify and heal
This would slightly reduce the power of "super scouts", because they would be easier to pin down if they were not healing their full fortified HP without ever having to stop.
A fighter with Air Repair, a Hospital, and a medic garrison can heal 35 HP each turn, even if it attacks
With this change, that same fighter would heal 10 HP every turn if it attacks or rebases, and 45HP if it fortifies for the turn.
This would greatly weaken the power of Air Repair and open up other promotion options for air units. The power of air repair to make air units consistent, endless sources of per turn damage without ever having to stop flattens the air promotion lines.
This brings back the tactical value of having a unit skip a turn and take no action.
Another potential value for this is that March is generally considered a weak promotion for melee units, because they spend so much time defending in 1 place anyways. This would make March a viable promotion for units that are designed to hold ground.
edit: I forgot that the defense malus was removed on march
Complex Proposal: DLL + Database Changes
Currently, heal every turn effects are a boolean 0/1 ability that makes your unit heal the full amount of HP that they would recover if they had fortified for the turn. This means that this ability stacks with things like Medic, Fountain of Youth, and Survivlism I/II. The ability to heal as if fortified each turn nearly wipes out any benefit to NOT moving/attacking/pillaging with the unit that turn. This removes a tactical choice to heal units.
Proposal:
- Create a new integer column for unit promotions that allows units to heal a defined amount each turn, regardless of action (this can actually be done with existing vanilla code but it's kind of a mess)
- Change all healing effects from "Heal as if fortified regardless of action taken" to "heal an additional 10 damage this turn regardless of action taken"
Affected promotions:
March, Survivalism III, Air Repair
Tactical considerations:
A flat 10 HP heal each turn would stack with fortification. So you could heal even faster if fortified.
For example:
A survivalism III scout currently heals between 15-20 HP depending on if they are in owned or neutral land every turn, regardless of action.
With this change, a survivalism III scout would heal 10 HP if it takes an action, and 25-30 HP per turn if it chooses to fortify and heal
This would slightly reduce the power of "super scouts", because they would be easier to pin down if they were not healing their full fortified HP without ever having to stop.
A fighter with Air Repair, a Hospital, and a medic garrison can heal 35 HP each turn, even if it attacks
With this change, that same fighter would heal 10 HP every turn if it attacks or rebases, and 45HP if it fortifies for the turn.
This would greatly weaken the power of Air Repair and open up other promotion options for air units. The power of air repair to make air units consistent, endless sources of per turn damage without ever having to stop flattens the air promotion lines.
This brings back the tactical value of having a unit skip a turn and take no action.
Another potential value for this is that March is generally considered a weak promotion for melee units, because they spend so much time defending in 1 place anyways. This would make March a viable promotion for units that are designed to hold ground.
edit: I forgot that the defense malus was removed on march
Complex Proposal: DLL + Database Changes
Last edited: