Post by l'Ancien on May 16, 2006 11:30:21 GMT -6
I like the attention you are putting into health recoveries, but I thought some of the numbers were a little boring and too uniform, and sometimes a little wierd.
I like the fact that recovery enhancing spells now help moved recoveries as well as inside/outside recoveries.
I like the fact that the hierarchy is not locked in as "inside > outside > moved".
Although I see no reason why any given team can't have recovery ratios that are 1:1 for any two of the recovery rates, I think there are altogether too many identical numbers.
I would stil prefer to have undead units have zero recovery, but have a way for adding new units without reducing the unit level back to 1, if you can solve that known bug. I wonder if the solution is that Shades increase in level and skeletons do not have levels. Shades are singles, so they wouldn't suffer from that bug. Skeletons aren't that bright anyway, so having them increase in level doesn't really make sense. In fact, over time they would probably tend to deteriorate, rather than enhance.
I think that moved should rarely be the highest number, although I could accept some faiths/races that heal better while moving.
Naturally, some faiths will have higher base healing levels than others (in other words, the number you multiply the following ratios by could differ by faith and by class).
I submit the following broad suggestions for ratios:
Order 3:2:1 (Civilized, nobility)
Chaos 1:2:3 (Barbaric, nomadic)
Death 2:1:1 (Diminished healing, especially outside and in motion)
Undead 1:0:0 (Only heal if in a crypt)
Life 1:2:2 (Enhanced healing from nature.)
Water 2:1:3 (Always moving from place to place)
Fire 2:3:1 (Resting is better in heat, but nomads prefer the open)
Air 1:3:2 (Open air is best, moving is fine)
Earth 3:1:2 (Underground is best, high endurance)
Following this pattern, opposite faiths have opposite highs and lows. Also, no pattern is repeated, so each faith is unique. Hopefully, the explanation makes the sense, given the characteristics of each Faith.
I like the fact that recovery enhancing spells now help moved recoveries as well as inside/outside recoveries.
I like the fact that the hierarchy is not locked in as "inside > outside > moved".
Although I see no reason why any given team can't have recovery ratios that are 1:1 for any two of the recovery rates, I think there are altogether too many identical numbers.
I would stil prefer to have undead units have zero recovery, but have a way for adding new units without reducing the unit level back to 1, if you can solve that known bug. I wonder if the solution is that Shades increase in level and skeletons do not have levels. Shades are singles, so they wouldn't suffer from that bug. Skeletons aren't that bright anyway, so having them increase in level doesn't really make sense. In fact, over time they would probably tend to deteriorate, rather than enhance.
I think that moved should rarely be the highest number, although I could accept some faiths/races that heal better while moving.
Naturally, some faiths will have higher base healing levels than others (in other words, the number you multiply the following ratios by could differ by faith and by class).
I submit the following broad suggestions for ratios:
Order 3:2:1 (Civilized, nobility)
Chaos 1:2:3 (Barbaric, nomadic)
Death 2:1:1 (Diminished healing, especially outside and in motion)
Undead 1:0:0 (Only heal if in a crypt)
Life 1:2:2 (Enhanced healing from nature.)
Water 2:1:3 (Always moving from place to place)
Fire 2:3:1 (Resting is better in heat, but nomads prefer the open)
Air 1:3:2 (Open air is best, moving is fine)
Earth 3:1:2 (Underground is best, high endurance)
Following this pattern, opposite faiths have opposite highs and lows. Also, no pattern is repeated, so each faith is unique. Hopefully, the explanation makes the sense, given the characteristics of each Faith.