Or perhaps there could be some sort of mathematical equation regarding healing that factored in the above, rather than just making it an arbitrary decision. And perhaps it should be so that instead of it being impossible to heal from lower health levels, it is just harder.
Cue mathematical formula:
The following represents a curve that outlines healing in enemy territory, assuming no movement. So, whatever a unit's health is, they fall onto the graph at that point, and move towards the endpoint (where H=100 (%)), which is at roughly 20.297. Time moves constantly, obviously, and the amount of health recovered each turn increases exponentially. The following is the formula that I've thrown together using the basic H=A.e^(kt) model:
H=5.[e^(0.15t)]-5, where
H=Health in percentage
t=time in turns
So, the following is a table showing the what percentage health a unit would be at for each turn:
So, as you can see, as time increases, health recovers at an exponential rate from fortification/healing.
From this formula we can get another one that shows us just how long it takes for a unit to heal, given its health. This formula should makes things much more easy for everyone to see/understand.
Time to recover = 20.297 - ({ln[(H+5)/5]}/0.15)
So, here's another table outlining how long it would take for a unit to recover, given their health.
Note that the actual recovery times would of course be rounded up tot he nearest turn.
As you can see, the recovery time would be exponentially greater at lower health levels, which would seemingly accurately reflect the diminishing ability to recover at those health levels, which would help limit SoDs, for starters, and diminish the power of suicide attacks. Perhaps what I propose is a bit harsh on the low health units, and a bit easy on units that only lose some health, but that can be easily modified with a tweaking of the k variable. Whatcha think?