Heal soldiers in warehouses and training sites

Bug #585987 reported by Nicolai Hähnle on 2010-05-26
12
This bug affects 1 person
Affects Status Importance Assigned to Milestone
widelands
Wishlist
Unassigned

Bug Description

Currently, soldiers are only healed in military sites. I personally find that rather implausible, and it can be particularly frustrating when one of your soldiers leaves the border to return to a warehouse, perhaps after you have defeated one of your enemies entirely. The same soldier may arrive half an hour later to a military site in a completely different place to replenish a site that is currently being attacked by your enemy, and not having been healed, that soldier doesn't stand much of a chance.

Since one cannot control directly where each individual soldier goes, I suggest to fix this by having warehouses (and training sites, though that's less important) heal soldiers slowly (perhaps at the healing rate of a medium military site).

Related branches

Nicolai Hähnle (nha) on 2010-05-26
tags: added: heal military soldiers
Astuur (wolfsteinmetz) wrote :

Yes, it's strange to see soldier coming out of warhouses only half alive.
I must try to verify this, but it think they come out of the training sites
with their maximal hitpoints limit improved, but not their current ones.

Astuur (wolfsteinmetz) wrote :

Yes, my new imperial fully trained soldier come out of the trainingscamp half dead.

Nicolai Hähnle (nha) wrote :

This last part should actually be fixed in the latest trunk (as of Wednesday). While training sites still do not heal soldiers, the levelling logic has been changed so that the current hitpoints are scaled according to the new max hitpoints.

Raul Ferriz (raul.ferriz) wrote :

As a though, warehouses are only where wares and workers are stacked. Soldiers should be on military sites, or on headquarters to be effective (be able to make his job). Is like a fisher, you can have one thousand on your warehouse, that they will do nothing. Yo need to have a fisher hut in order to start fishing.

What I mean:
-I like that soldiers can be healed on headquarters (but only on headquarters, not warehouses!).
-I don't like enough that soldiers can be healed on training sites, a soldier go here to be trained, not to be healed.
-I dislike that soldiers can be healed on warehouses, I see a warehouse as a building plenty of wares, not like a building where a soldier can rest and be healed.

Personally, I would only allow healing on some new 'Healing buildings' (hospital, chaman hut, rest area...) with this specific task, so we get back healers to work here (with a high ratio of healing 5 point per 10 second to every soldier inside?). Military sites and Headquarters can also heal but both a very lower rate 1 point per 30 seconds or even less. Training Site I think that currently is working fine.

Nicolai Hähnle (nha) wrote :

To me, this isn't about realism, it's about whether the game annoys you or not. Really, what additional gameplay value is there from having healer buildings?

Raul Ferriz (raul.ferriz) wrote :

Why not?

You need healers to heal an army. Every healer consume a medicine every X time to be able to continue healing. If your economy could not supply healers, your army is healed very slowly. I see that doing that I am giving more importancy to have a healthy economy. Don't you?

Nicolai Hähnle (nha) wrote :

I think this is redundant. After all, your soldiers tend to die during battle (*), and to replenish the number of your soldiers, you already need a healthy economy. I don't see why simply adding more of the same should be too interesting.

(*) Unless your soldiers have significantly higher levels than your enemy's soldier, in which case, to achieve that, you already need a very healthy economy, so it doesn't really change the statement.

Astuur (wolfsteinmetz) wrote :

There is one point to consider:
Currently the number of flags and the topology of the road system for military sites is rather unimportant,
as everything sent there (i.e. Soldiers) are walking themselves.
Once you'd need a ware there, it would suddenly matter how many flags you have and what intersections there are.
So - if you'd want to enforce proper road construction (especially with the more active newly conquered milltary sites),
this idea may help.

I don' think, "medicine" would really help -- what medicine is there, that helps heal injuries? (except maybe pain-killers)
So, if anything, I'd vote for bandages, produced by the weaving mill.
However, I am not so sure that such a drastic reminder of the ugly sides of a happy swordplay is really suitable for the naive philosophy of Widelands.

Nasenbaer (nasenbaer) on 2010-08-17
Changed in widelands:
importance: Undecided → Wishlist
milestone: none → build16-rc1
status: New → Confirmed
SirVer (sirver) wrote :

I suggest adding a heal_per_second to warehouses and trainingsites conf files and just let the soldiers heal. A healing amount similar to a fortress (2 per sec) seem reasonable.

SirVer (sirver) wrote :

This is a feature and is therefore retargeted as feature freeze is in effect for build 16. Sorry, we didn't make it for this release.

Changed in widelands:
milestone: build16-rc1 → build17-rc1
Hans Joachim Desserud (hjd) wrote :

This was merged in r6202.

Changed in widelands:
status: Confirmed → Fix Committed
SirVer (sirver) wrote :

Released in build17-rc1.

Changed in widelands:
status: Fix Committed → Fix Released
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