Greetings to all. Nice to be here.
I have played the Game for short time and i like it, but i have some issues about ground units healing process.
Taking for example an infantry battalion. It takes roughly 20 hours to build it, could be less, of course, but take these hours. That's means i need 20 hours to develop 15 HP for an infantry level 1.
If from a combat it loses 14 hp, in the actual mechanics the batallion requires 13 days to heal. It is a very large time considering that a game could last 40 or 50 days (My experience)
If we manage to build a 5 lv hospital, it will take only 3 days, that is more acceptable, but... guys! if i need 20 hours to build this battalion from zero, why i need 3 days to heal it?
Of course, i can put it on a ship, but it is only 2 hp/day, so, it is the same problem.
This is for me a big issue because we have no options to disband but it will consume resources for maintenance while is not doing anything. The option is send the unit to die but it affects the stats. And i play avoiding loses.
So, i dare to write this because i have seen that devs are active here.
I suggest to change the healing mechanics to this way:
Proposal 1
Use a 10% of unit hp per hour.
Proposal 2
Use the minimum unit to heal in the same time it requires to build. For example, if an moto infantry lv 1 requires 20 hours, we divide 15 HP/20 hours, so, the heal rate will be 0.75 HP/hour. Because units HP have only one decimal, the rate could be 0.7 or 0.8.
In both proposals we must consider:
1. The units requires hospital to heal. No more healing in plain cities of the outrageous cheat of healing in transports.
2. Each additional level of a hospital could add 0.1 HP/hour to the healing rate. In the example, a hospital level 5 will heal:
0.8 lv 1 plus 0.4 the sum of the next four levels. That is 1.1 hp/hour. So, 14 hp/1.1 HP/hour gives 12 hours and 40 minutes.
I think that this have more sense for the game than be charged with useless wound units.
If this represent too much, a disband button could be an option.
I have played the Game for short time and i like it, but i have some issues about ground units healing process.
Taking for example an infantry battalion. It takes roughly 20 hours to build it, could be less, of course, but take these hours. That's means i need 20 hours to develop 15 HP for an infantry level 1.
If from a combat it loses 14 hp, in the actual mechanics the batallion requires 13 days to heal. It is a very large time considering that a game could last 40 or 50 days (My experience)
If we manage to build a 5 lv hospital, it will take only 3 days, that is more acceptable, but... guys! if i need 20 hours to build this battalion from zero, why i need 3 days to heal it?
Of course, i can put it on a ship, but it is only 2 hp/day, so, it is the same problem.
This is for me a big issue because we have no options to disband but it will consume resources for maintenance while is not doing anything. The option is send the unit to die but it affects the stats. And i play avoiding loses.
So, i dare to write this because i have seen that devs are active here.
I suggest to change the healing mechanics to this way:
Proposal 1
Use a 10% of unit hp per hour.
Proposal 2
Use the minimum unit to heal in the same time it requires to build. For example, if an moto infantry lv 1 requires 20 hours, we divide 15 HP/20 hours, so, the heal rate will be 0.75 HP/hour. Because units HP have only one decimal, the rate could be 0.7 or 0.8.
In both proposals we must consider:
1. The units requires hospital to heal. No more healing in plain cities of the outrageous cheat of healing in transports.
2. Each additional level of a hospital could add 0.1 HP/hour to the healing rate. In the example, a hospital level 5 will heal:
0.8 lv 1 plus 0.4 the sum of the next four levels. That is 1.1 hp/hour. So, 14 hp/1.1 HP/hour gives 12 hours and 40 minutes.
I think that this have more sense for the game than be charged with useless wound units.
If this represent too much, a disband button could be an option.