Opened 11 years ago
Last modified 5 years ago
#2091 new enhancement
Health should/could influence speed
Reported by: | sanderd17 | Owned by: | |
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Priority: | Nice to Have | Milestone: | Backlog |
Component: | Simulation | Keywords: | |
Cc: | Patch: |
Description
If health would influence speed, it could have several advantages.
- Hunting could become easier, as animals start to flee (note that flee distance could also be tied to hp for an improved effect)
- Speed differences would impact the economy of the player, so it would (finally) be worth to have healers around
- It won't affect the actual battle too much
Change History (3)
comment:1 by , 11 years ago
comment:2 by , 8 years ago
Yes I also think an attack speed/damage debuff could be applied, but only down to about 1/3 of the full value. Otherwise at 1% hp you would have less than one attack per minute which looks weird.
Edit: Sorry, I didn't modify the description though it says so. This is strange.
comment:3 by , 5 years ago
Component: | UI & Simulation → Simulation |
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Move tickets to Simulation
as UI & Simulation
got some sub components.
Note:
See TracTickets
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I think it'd be an interesting mechanic to have because it would make units less efficient once they lose HP. An annoyance of mine is that units that have only 1% health left are as efficient as those that have 100%. This is not realistic, but beyond that it means that it's more efficient to just focus all your units on one enemy to kill it and then move to the other ones.
I think health should also be linked with either attack rate or damage. With both those things, focusing on one enemy unit would be much less interesting, thus making combat more realistic and less gamey, and having priests would be more interesting. Imo a win-win.