https://www.coh2.org/topic/55521/mr-smith-s-quality-of-life-mod
One of the issues I have been trying to solve in the mod is try to make the healing mechanic feel a bit more cumbersome. I have some ideas about how to do it. However, I would like to know what you guys think about them.
Medic behaviour (already implemented)
One of the issues that I, personally, find annoying about medic behaviour is that medics will very often chase after injured, low-value units, when there are higher-value units that needs their attention more urgently.
Given that the behaviour of the medics is entirely AI controlled, the player, currently, has absolutely no control about hwo to increase the efficiency of the medics.
IDEA:
Make medics stop chasing after friendly units the moment the injured units stop moving (sort of how OKW repair-engineers work).
I believe that this will increase the efficiency of medic-based healing. Do you?
OKW healing
We all know that OKW healing is at a very awkward spot at the moment. It requires researching a medic upgrade ON TOP of picking the right tier that makes that upgrade available.
IDEA 1:
- Make the healing upgrade available at the headquarters.
- Researching the upgrade spawns medics on both the HQ and any Medical HQ available to the player (both current and future)
- Revert the healing rate buff (since OKW can receive 2 sets of medics)
IDEA 2:
- Same as before (healing upgrade separately available at HQ)
- Separate upgrade available to each MedHQ for 60 munitions after global upgrade is researched (sort of like OSTheer bunkers)
OST Medkits
Currently, OST field medkits:
- Require a casting time of 3 seconds
- Require a separate squad to be present to cast this
- Only heal 40 hitpoints in the span of 10 secs
IDEA:
- Make those things heal 80 hitpoints (full health) in the span of 20 seconds (same munitions cost)
- Allow squads to cast the ability on themselves
Brit Healing
Do you remember how the USF ambulance used to work when you had to click it every single time you wanted to heal your units?
- This is too much, annoying micro, for micro's sake
- Super-blobberific (since you need to time when you use the ability). Again, requiring micro for micro's sake.
However, when you compare Tommies to the old Ambulance, there are a few differences.
Disadvantages:
- Tommy healing rate is super-slow (not even healing units to full even during an entire healing cycle.
- Brits have absolutely no way to heal their units without requiring micro and coordination. This really bites in last minute rushes. (at least USF had their medics)
Advantages:
- Tommies can heal themselves (and other units) even while moving.
- Tommies can safely retreat.
Thus, in my opinion, we shouldn't straight-out buff the ability.
IDEA:
- Give (medkit) Tommies a passive healing aura when Tommies are stationary near (i) the HQ (ii) a glider (iii) a forward assembly
- Scale the rate of the healing aura down accordingly, so that it won't outheal medkit usage
- Make the aura and the medkit mutually exclusive
The spirit of the idea is that the player can choose to pull a Tommy squad out of combat when they decide they want to have access to micro-free healing.
EDITED TO ADD:
Aura/self healing (OKW/USF/UKF)
Some factions have an advantage over other factions when it comes to their healthcare system.
OKW: Passive heal on Volksgrenadiers (vet3)
USF: Strong aura heal (Ambulance)
UKF: Ubiquitous aura heal (Tommies)
Personally, I have nothing against that. However, if you guys want to, I can implement the following changes to level the playing field:
OKW: Volks lose passive healing
USF: Ambulance spawns AI medics near the unit while the ability is active (sort of like OST bunkers)
UKF: Replace medkit ability with a toggle ability (no cooldown). While the ability is active, Tommies behave like a medic squad.
The toggle ability will allow the player to control whether they want their unit to hold position or move freely.
I can't promise anything, but I think that those changes are implementable.