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Healing and the health system

Posted: December 15th, 2012, 10:41 am
by Lucius
We know from previous updates that WL2 will keep WL's UNC -> Dead system. Beyond that, can you share more information on the healing system? Will there be instant "healing potions"? If so, will a character need a skill to use? Will there be other healing items and are items required? Can a field medic or doctor heal without items on skill alone? Lastly, can we heal wounds above UNC state or revive unconscious members or will time be the way to revive and heal those that are UNC or higher?

Re: Healing and the health system

Posted: December 20th, 2012, 1:15 pm
by RangerKeenan
Still undecided on "instant heal" items. We're hoping to err on the side of not having them, but if they're needed for the type of combat experience we want, we are reserving the right to include them ;) We have many combat mechanics coded at a base level, so we're starting to get a feel for it.

I would like to balance the Field Medic and Surgeon skills to handle most healing on the battlefield. They don't need items to help their basic form of healing, but for advanced types, they'll use consumables. A skilled surgeon can heal increasingly negative status effects from UNC ->

Re: Healing and the health system

Posted: December 20th, 2012, 1:29 pm
by dorkboy
sounds really interesting, would love to see a more skillcentric healing system rather than .. "health potions" :)
(witchcraft, i tell you, WITCHCRAFT!! )

Re: Healing and the health system

Posted: December 20th, 2012, 2:28 pm
by Lucius
DarkTwinkie wrote:Still undecided on "instant heal" items. We're hoping to err on the side of not having them, but if they're needed for the type of combat experience we want, we are reserving the right to include them ;) We have many combat mechanics coded at a base level, so we're starting to get a feel for it.

I would like to balance the Field Medic and Surgeon skills to handle most healing on the battlefield. They don't need items to help their basic form of healing, but for advanced types, they'll use consumables. A skilled surgeon can heal increasingly negative status effects from UNC ->
This makes me very happy (I think >.>). I'm crossing my fingers you guys will be able to keep out the instant healing items and if worse comes to worse have penalties to using instant heal items (temporary stat decrease or the heal wears off after a certain number of rounds).

I won't complain too much if it does come to that, at least not until you tell me there will be 7 different types of healing items and they all require different number of AP to use. ;)

Re: Healing and the health system

Posted: December 20th, 2012, 3:48 pm
by Temaperacl
Lucius wrote:
DarkTwinkie wrote:Still undecided on "instant heal" items. We're hoping to err on the side of not having them, but if they're needed for the type of combat experience we want, we are reserving the right to include them ;) We have many combat mechanics coded at a base level, so we're starting to get a feel for it.

I would like to balance the Field Medic and Surgeon skills to handle most healing on the battlefield. They don't need items to help their basic form of healing, but for advanced types, they'll use consumables. A skilled surgeon can heal increasingly negative status effects from UNC ->
This makes me very happy (I think >.>). I'm crossing my fingers you guys will be able to keep out the instant healing items [...]
I'm of the same view that I am hoping that they are able to keep out the instant heal items (And personally, I hope that most healing has to be done "naturally" instead of relying on Medic/Doc to "magic-heal").

The response, though, doesn't make me quite as happy because it means the option is still at least somewhat "on the table". But I recognize that I'm a pessimist, though, so... ;)

Re: Healing and the health system

Posted: December 20th, 2012, 3:52 pm
by Lucius
Temaperacl wrote:The response, though, doesn't make me quite as happy because it means the option is still at least somewhat "on the table". But I recognize that I'm a pessimist, though, so... ;)
True, but at least they are of the same mindset. That's really all we can ask. Hopefully it works out to where it can be balanced without those magic potions. If not, I'm happy that I know they tried.

Re: Healing and the health system

Posted: December 20th, 2012, 3:59 pm
by CaptainPatch
DarkTwinkie wrote:Still undecided on "instant heal" items. We're hoping to err on the side of not having them, but if they're needed for the type of combat experience we want, we are reserving the right to include them ;) We have many combat mechanics coded at a base level, so we're starting to get a feel for it.

I would like to balance the Field Medic and Surgeon skills to handle most healing on the battlefield. They don't need items to help their basic form of healing, but for advanced types, they'll use consumables. A skilled surgeon can heal increasingly negative status effects from UNC ->
If healing is generally predicated on the passage of time, the main plot had better NOT be time-sensitive. Because if after every serious fight the party has to hunker down until everyone has healed back to a reasonable operating level, those Sick Days WILL add up to an impressive total.

Re: Healing and the health system

Posted: December 20th, 2012, 5:05 pm
by Woolfe
CaptainPatch wrote:
DarkTwinkie wrote:Still undecided on "instant heal" items. We're hoping to err on the side of not having them, but if they're needed for the type of combat experience we want, we are reserving the right to include them ;) We have many combat mechanics coded at a base level, so we're starting to get a feel for it.

I would like to balance the Field Medic and Surgeon skills to handle most healing on the battlefield. They don't need items to help their basic form of healing, but for advanced types, they'll use consumables. A skilled surgeon can heal increasingly negative status effects from UNC ->
If healing is generally predicated on the passage of time, the main plot had better NOT be time-sensitive. Because if after every serious fight the party has to hunker down until everyone has healed back to a reasonable operating level, those Sick Days WILL add up to an impressive total.
Possibly one of the reasons that they are still undecided :D

I agree with Lucius and Temper, I can deal with the instaheal types, especially if they are qualified like Lucius suggested, and it is good to know it is something that is being thought about seriously.

And I like the idea of the Field Medic/Surgeon having different levels of healing, that includes consumables etc. Will things still be possible without the consumables? A last ditch effort type situation. So would probably end up killing the patient, but if they are about to die anyway....

Re: Healing and the health system

Posted: December 21st, 2012, 8:24 am
by McDougle
Ill have to get used to this... something inside of me just doesnt like the idea to need 2 skills for healing.

Re: Healing and the health system

Posted: December 21st, 2012, 8:46 pm
by Drool
I thought you played Fallout...

Re: Healing and the health system

Posted: December 21st, 2012, 8:56 pm
by TĪ›PETRVE
I'm not a fan of insta-heal items, but how about something like an adrenaline syringe, that lets you self-resuscitate a downed party member, but with a stat penalty and maybe a bleed out timer that sends the member in question back into unconscious after X turns, unless you have proper field medicine applied?

Re: Healing and the health system

Posted: December 22nd, 2012, 4:23 am
by McDougle
I played Fallout as a kid... i'm more used to Shadowruns healing system now(First aid & magical healing).