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muxec is offline muxec
Prince
Mingapulco
Jul 2002
time: 07:20
  Old Post 11-07-2002 23:13 Visit muxec's homepage!
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Patch idea: healer Increase Your PM Length

First: add new worker action "repair". It restores HP of mechanical units.
Second: make a new unit "healer" (medicine required) with action "treat" that restores HP of foot and horse units.

FrantzX is offline FrantzX
Warlord

May 1999
time: 00:20
  Old Post 11-07-2002 23:32
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zulu9812 is offline zulu9812
King
of Scotland
Jan 2002
time: 05:20
  Old Post 12-07-2002 00:19
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makes workers too powerful, since it essentially replaces a Small Wonder (Battlefield Medicine) and the units in question won't have to miss a turn. Like I said, too powerful.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:20
  Old Post 12-07-2002 01:14
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no healers, please Avatar Enlargement: We've got the solution

Well, with units like healers, we might soon be seeing mages, improving their spells throughout ages... sounds like a bit of RPG to me...

But seriously - I agree with Zulu, this would unbalance the whole game a lot.

dunk is offline dunk
Prince
Philadelphia, PA
Mar 2002
time: 00:20
  Old Post 12-07-2002 01:45
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Interesting notion.

I think the second way is the way to go. A specific unit named "Medic" or "Resupply Squad" so that Vondrack doesn't think he's playing D&D.

Make them available with medicine. Make them require gold per HP and maybe 2 turns / HP to repair a unit in the field.

Battlefield Medicine Wonder doubles, triples the rate or halves, thirds the cost.

However, their usefulness may be dubious since I always rush a barracks in a conquered city close to the enemy for unit repair. I don't see how this could unbalance the game as everyone can build them.

EDIT: Better yet, make them available with replaceable parts. And a sea version is just fine with me as well.

publius is offline publius
Settler

May 2002
time: 05:20
  Old Post 12-07-2002 01:45
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i think this would set things off balance, but i've thought for a long time that a repair ship would be useful... ships don't repair themselves in neutral territory like ground units, and it would be cool if you had a way to repair them at sea.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:20
  Old Post 12-07-2002 02:02
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quote:
Originally posted by publius
However, their usefulness may be dubious since I always rush a barracks in a conquered city close to the enemy for unit repair. I don't see how this could unbalance the game as everyone can build them.


As for the imbalance... I was commenting the Zulu's comment on workers. Imagine launching a major attack on a stronghold of your enemy. After your units take some damage, they gain the control of the city and you immediately rush in loads of workers, repairing every single unit to full health... gives the poor enemy a very small chance of counterattacking successfully. I believe the way it is now, it is okay - you have to plan ahead and have some reserves to throw in, not just columns of workers...

quote:
Originally posted by publius
i think this would set things off balance, but i've thought for a long time that a repair ship would be useful... ships don't repair themselves in neutral territory like ground units, and it would be cool if you had a way to repair them at sea.


Yup, for the naval counterparts of healers (well... uh... healer ships, right...), you would have my full support. A new unit called, say, a supply ship (available at the same time as Destroyers), would provide the "healing" of 1 HP to any friendly vessel stationed in the same tile for an entire turn. That would be cool. And not a threat to the game balance, I think.

ShredZ is offline ShredZ
Chieftain

Mar 2001
time: 05:20
  Old Post 12-07-2002 02:45
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But when you do counter attack and succeed you will have captured all his workers. Seems like a fair trade.

dunk is offline dunk
Prince
Philadelphia, PA
Mar 2002
time: 00:20
  Old Post 12-07-2002 18:26
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The healers don't have to be workers. They can be untis that cost 80 sheilds to build. That was his second idea. If the healing units are expensive, then they would be balanced, IMO.

muxec is offline muxec
Prince
Mingapulco
Jul 2002
time: 07:20
  Old Post 12-07-2002 19:39 Visit muxec's homepage!
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The game MilitariZm" ( http://militarizm.tora.ru ) each unit have fuel/ammo and fuel/ammo capacity. In this game we have two units "tech supply" , and "floating base" that repair and refuel units.

muxec is offline muxec
Prince
Mingapulco
Jul 2002
time: 07:20
  Old Post 12-07-2002 19:41 Visit muxec's homepage!
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Ok medicine allows healers and replaceable parts allow tech supply

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:20
  Old Post 12-07-2002 19:45 Visit Trip's homepage!
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I definitely think there ought to be a better way for units to 'heal'. Armies in real life just don't idle in some mountains and instantly go back to full strength. It takes money, equipment and manpower to reinforce formations, and I feel that this is another woefully 'dumed down' part of Civ 3. However, that won't ever change, so I'll quit complaining about it.

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