Aggressors: Ancient Rome

Aggressors: Ancient Rome

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Killer Rabbit Sep 3, 2018 @ 6:51pm
Add unit option - rest until healed
Damaged units have two options to heal, one that is slow but doesn't cost resources and another that does take resources. I'd love to see an option to rest until healed for both of these. Basically ignore the unit until it's back to full strength.
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Showing 1-9 of 9 comments
Croaker Sep 3, 2018 @ 7:31pm 
+1
Pavel-Ku  [developer] Sep 4, 2018 @ 12:07am 
Hi Killer Rabbit,
we were certainly thinking about that. There is one problem - the damage penalty. Once you have this action "heal self to full strength" or "recover till to full strength", you will simply forget about that unit till it happens and it can be attacked and destroyed.
This would also considerably increase already long action bar on the button but foremost it will make the healing very complicated. We would basically end up with 5 healing buttons which seems to be an overkill.
Killer Rabbit Sep 4, 2018 @ 12:45am 
Does there need to be a damage penalty? What about allowing fortifying do the same as the 10% heal?

I did finally realize that a city with a specific unit specialization would allow for this option - repair/rest unit x turns. So that's cool. I didn't realize how that mechanic worked and was getting frustrated when it wasn't showing up on other cities.
Pavel-Ku  [developer] Sep 4, 2018 @ 12:52am 
It has to be there. Otherwise it would just be an autoheal.
I tried to explain all four options here at the bottom.
Last edited by Pavel-Ku; Sep 4, 2018 @ 12:52am
Killer Rabbit Sep 4, 2018 @ 1:18am 
In your game, healing and repairing makes a unit vulnerable. So if you want to heal faster, you have to accept a penalty to defense. It seems different from how other games have handled this so there's an adjustment to the player's thinking.
Nats Sep 4, 2018 @ 1:45am 
Makes sense healing a unit is effectively filling it with new raw recruits which would make for a lower rating than before when it was more experienced and possibly well trained up into a coherent fighting unit. Until the new recruits get experience the unit should be more vulnerable.
Even with penalty to defence i would still love a 'rest till healed' option
Croaker Sep 6, 2018 @ 4:55pm 
Originally posted by Implied Facepalm Deadmeat:
Even with penalty to defence i would still love a 'rest till healed' option
I agree. For instance you move your unit back to a city to heal, you could "rest until healed" without worrying to much about being vulnerable. (alternatively, with an "rest until heal" you can maybe add a feature to automatically wake the healing unit if an enemy is near). With the method of healing a unit , as it is now, it makes the game overly tedious.
Killer Rabbit Sep 6, 2018 @ 7:26pm 
Originally posted by Croaker:
maybe add a feature to automatically wake the healing unit if an enemy is near

Define "near". Let's say the unit is near a paved road. A cavalry unit could strike from quite a ways away. So I could see this being a challenge for the developer to add.

I think as a player though, it should be up to me to assume the risk of using the "rest until healed" option and being vulnerable for x turns.
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