Natural healing
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- Pie
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Natural healing
O my god, i didn't find any topics on this when i searched, but my spelling might of coused a misread of the search... thingy.
You all know you want this.. you all know you need it.. you all know that If we have 70% helth or more we should be able to heal at a rate of 1% per.. I dont know how long. You all know that this is a good idea, so say yes, or i will never stop making posts to this topic.
You all know you want this.. you all know you need it.. you all know that If we have 70% helth or more we should be able to heal at a rate of 1% per.. I dont know how long. You all know that this is a good idea, so say yes, or i will never stop making posts to this topic.
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- AoM
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- Racetyme
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- SekoETC
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Hey, I got an idea. If you were wounded just a little bit then you'd heal fast. But if you were terribly wounded then you'd heal very very slowly. This way the healing rate would get faster towards the end. I don't know how to count it though...
Well anyway, if one would be 99% damaged then they would heal 1 point a day and it would take 99 days (five years in Cantr). That sounds ok?
But if someone was 20 wounded, would that really take a full year to heal? I don't think so... So the healing rate should be faster there.
Ok though if healing would speed up towards the end, then it should be less than 1 when closer to death.
Well anyway, if one would be 99% damaged then they would heal 1 point a day and it would take 99 days (five years in Cantr). That sounds ok?
But if someone was 20 wounded, would that really take a full year to heal? I don't think so... So the healing rate should be faster there.
Ok though if healing would speed up towards the end, then it should be less than 1 when closer to death.
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- Nick
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- Agar
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I agree with Nick. I put in some sugestion somewhere, called it "Over resting" A simple concept.
IF (the resting character) has tiredness less than 1 percent
Then (character health) = (Characters health) + (resting objects healing rate)
The resting objects healing rate doesn't even need to be a new number assigned to it. Really. They already have a scale of how well they rest characters, I don't see why that number would be any less valid for healing. It might be to large number, but that can easily be solved by dividing it by another number. So maybe instead of a cot resting and healing for 20%, it can rest for 20 and heal for (resting rate/10) or 2%. It would just be a simple math function added to the "Then" line.
Then (character health) = (Characters health) + {(resting objects resting rate/10)}
I like the idea, it makes logical sense, it promotes trade as fur becomes valuable again, and at least from my armchair, it doesn't seem that hard.
Of course since this makes the second idea I agree with Nick on, if we agree on one more thing, Cantr will freeze over.
IF (the resting character) has tiredness less than 1 percent
Then (character health) = (Characters health) + (resting objects healing rate)
The resting objects healing rate doesn't even need to be a new number assigned to it. Really. They already have a scale of how well they rest characters, I don't see why that number would be any less valid for healing. It might be to large number, but that can easily be solved by dividing it by another number. So maybe instead of a cot resting and healing for 20%, it can rest for 20 and heal for (resting rate/10) or 2%. It would just be a simple math function added to the "Then" line.
Then (character health) = (Characters health) + {(resting objects resting rate/10)}
I like the idea, it makes logical sense, it promotes trade as fur becomes valuable again, and at least from my armchair, it doesn't seem that hard.
Of course since this makes the second idea I agree with Nick on, if we agree on one more thing, Cantr will freeze over.
Reality was never my strong point.
- Pie
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julie2
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- Pie
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Just to ask you, what should the rates be? You know, for natural healing WITHOUT a bed? I was thinking if you had 70helth or abov you should be able to naturaly heal.. becous THINK ABOUT IT!!! just getting a bruse is about 1% helth, so 70% helth would be, like, getting slashed with a sabr. So, .5 helth per day, unles its 10 persent helth, then 1% helth per day. Becous 10% helth would be, about, getting ramed by a ram and NOT breaking any bones, so just a whole lot of bruses.
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- Agar
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Natural healing without a resting object would be on the same scale as over resting on an object. If you heal at one tenth the resting objects rate, you will heal at one tenth of your resting rate.
So ... if you rest 5% a day just standing around, you would heal ... 0.5% health, just standing around.
All this assumes you are FULLY RESTED, as in NOT WORKING ON STUFF and at 0% TIREDNESS. Resting to heal your injuries, keeping still and not exerting yourself to open wounds back up and what not.
Uses a balanced scale that has already been tweaked in game for accuracy and playability, just another function with a bit of math, and it could even happen at the same resting tick so that you know the character has already rested or not.
If someone wants to flyspray this up, go on ahead. or was it to email it to peoples, or was that just for honest to goodness bugs?
So ... if you rest 5% a day just standing around, you would heal ... 0.5% health, just standing around.
All this assumes you are FULLY RESTED, as in NOT WORKING ON STUFF and at 0% TIREDNESS. Resting to heal your injuries, keeping still and not exerting yourself to open wounds back up and what not.
Uses a balanced scale that has already been tweaked in game for accuracy and playability, just another function with a bit of math, and it could even happen at the same resting tick so that you know the character has already rested or not.
If someone wants to flyspray this up, go on ahead. or was it to email it to peoples, or was that just for honest to goodness bugs?
Reality was never my strong point.
- Chris Johnson
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Agar wrote:Natural healing without a resting object would be on the same scale as over resting on an object. If you heal at one tenth the resting objects rate, you will heal at one tenth of your resting rate.
So ... if you rest 5% a day just standing around, you would heal ... 0.5% health, just standing around.
All this assumes you are FULLY RESTED, as in NOT WORKING ON STUFF and at 0% TIREDNESS. Resting to heal your injuries, keeping still and not exerting yourself to open wounds back up and what not.
I do like this, and it's very easy to implement, we already have resting projects which effectively stop work on other projects, and the healing effects proposped are slow enough that it is unlikely to seriously unbalance the game.
My only concern is that it still requires some in-game wealth (access to tools and materials to make or own furniture) - Maybe there is call for a very simple resting type project (sleeping?) of low efficacy , which requires no special objects such as furniture , as well?
- Nick
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julie2
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Chris Johnson wrote:Agar wrote:Natural healing without a resting object would be on the same scale as over resting on an object. If you heal at one tenth the resting objects rate, you will heal at one tenth of your resting rate.
So ... if you rest 5% a day just standing around, you would heal ... 0.5% health, just standing around.
All this assumes you are FULLY RESTED, as in NOT WORKING ON STUFF and at 0% TIREDNESS. Resting to heal your injuries, keeping still and not exerting yourself to open wounds back up and what not.
I do like this, and it's very easy to implement, we already have resting projects which effectively stop work on other projects, and the healing effects proposped are slow enough that it is unlikely to seriously unbalance the game.
My only concern is that it still requires some in-game wealth (access to tools and materials to make or own furniture) - Maybe there is call for a very simple resting type project (sleeping?) of low efficacy , which requires no special objects such as furniture , as well?
There seems to be a bit of confusion here Agar's post above ws supposed to address that very question. His PREVIOUS POST (quoted below) concerned healing using furniture:
Agar wrote:I agree with Nick. I put in some sugestion somewhere, called it "Over resting" A simple concept.
IF (the resting character) has tiredness less than 1 percent
Then (character health) = (Characters health) + (resting objects healing rate)
The resting objects healing rate doesn't even need to be a new number assigned to it. Really. They already have a scale of how well they rest characters, I don't see why that number would be any less valid for healing. It might be to large number, but that can easily be solved by dividing it by another number. So maybe instead of a cot resting and healing for 20%, it can rest for 20 and heal for (resting rate/10) or 2%. It would just be a simple math function added to the "Then" line.
Then (character health) = (Characters health) + {(resting objects resting rate/10)}
I like the idea, it makes logical sense, it promotes trade as fur becomes valuable again, and at least from my armchair, it doesn't seem that hard.
.
I basicallyagree with Agar's furniture proposal in principle. As for the non-furniture proposal--hmm..I don't see anybody finding it worth their whilestanding round all day just to heal 0.5% of damage (not unless they're at deaths door and have no realistic option ). It would take ten years to heal fully(from almost dead ) at that rate. It would have to be much higher than that- and even so, as damage goes down to say 5-10%
it'sgoing to seem increasingly like a poor investment of time fora small increase in work-rate. I think there should be a very small rate of natural healing (0.5 % per day would do for that ) ,irrespective of whether you're resting or not, which increases dramatacilly with the use of various resting projects. After all, we don't go to bed all day to heal a scratched finger, do we?
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