DraQ
Arcane
...even as rest until healed.
Butthurt much?
Ability to rest until healed is a shitty mechanics.
It's shitty, because it reduces resource management.
It's shitty, because it creates pacing problem.
And, while the above could be mitigated by various kinds of smart design making passage of time costly and meaningful, it's also shit because when you get shot full of arrows or bullets, or stabbed in the gut, you generally can't just sleep it over.
OTOH body does have some healing capabilities - bruises and small lacerations will generally heal without aid, so maybe, unless game is very limited in scope, we shouldn't just throw regen mechanics out of the window. But how?
What if we defined a percentage threshold (regardless of actual health system used, it doesn't have to be single global HP counter) and make regen rate depend on some function of difference between actual health percentage, and threshold value. With health high above threshold (scratches, bruises, other minor injuries) regeneration would be fairly rapid, slightly above threshold, long recovery would be necessary for natural healing, while the more the health would dip below threshold, the faster it would actually deteriorate instead of regenerating.
Any thoughts?
Butthurt much?
Ability to rest until healed is a shitty mechanics.
It's shitty, because it reduces resource management.
It's shitty, because it creates pacing problem.
And, while the above could be mitigated by various kinds of smart design making passage of time costly and meaningful, it's also shit because when you get shot full of arrows or bullets, or stabbed in the gut, you generally can't just sleep it over.
OTOH body does have some healing capabilities - bruises and small lacerations will generally heal without aid, so maybe, unless game is very limited in scope, we shouldn't just throw regen mechanics out of the window. But how?
What if we defined a percentage threshold (regardless of actual health system used, it doesn't have to be single global HP counter) and make regen rate depend on some function of difference between actual health percentage, and threshold value. With health high above threshold (scratches, bruises, other minor injuries) regeneration would be fairly rapid, slightly above threshold, long recovery would be necessary for natural healing, while the more the health would dip below threshold, the faster it would actually deteriorate instead of regenerating.
Any thoughts?