So, some mechanics for healing that might make the game more interesting.
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Tis’ but a scratch:
Units that have taken less than X% of their health as damage have regen over time. Slow regen over time. Does not affect siege engines or ships. -
Poisoned:
The damage that this unit inflicts causes continuous slow damage after it has landed if the target has taken less than X% of their health as damage, and prevents health regen from Tis’ but a scratch. Does not affect siege engines or ships. Poisoned is removed by garrisoning units, or healing them with a monk, or by reaching X% health lost. The idea here is that poison is a mechanic that is used for skirmishing armies that hit run, and inflict very minor damage. For example, certain unique unit horse archers could have poisoned, or perhaps skirmishers get it. Poisoned counters tis’ but a scratch. Depending on the percentage of health chosen for X, the two mechanics combined allow traditionally weak units like skirmishers a way to do a small amount of meaningful harassment against knights. They won’t win, but the knights wont walk away with a free victory anymore. The knights will want to see a healer asap. -
Supplied:
This affects siege engines and ships. When a siege engine or a ship gets close to a castle, siege workshop or a dock, they have a bar of health that they get. This is the supply health bar. When the siege engine or ship has any remaining supply, they get slow regen. When they leave the vicinity of the workshop, dock or the castle, the supply bar begins to slowly decay. When the siege engine or ship runs out of supply fully, they begin to slowly lose health if they have more than Y% of their total health. The goal here is to give both ships and siege engines a way to passively heal near friendly structures. If you want to heal your siege engines on the cheap without wasting wood and gold, keep them fully supplied. The decay when not supplied punishes players who venture too far without resupplying their army.