QUOTE(m.r.bob @ Apr 15 2005, 09:01 PM)
In some versons of dungeons and dragons (the starcraft map), at unit starts with it's health healing to only 5%. Everytime it gains a level the amount it's health is healed to when it goes to the inn goes up by 5%. So it's 50% at 10th level, and 100% at 20th level (the final level).
This method sucks in my opinion. I'm not going to go into details about the reasons why. I'm just going to say that because of regeneration, zerg heros are inpratical.
My method is much cooler, and allows for much for flexibility. I got the idea from Hidden lands RPG, which was made by doodle3000, who is the best friend of doodle77, who is my brother.
In hidden lands, if you had a revive potion, when a unit died, it whould resurect in the exact same spot. Becuase of hyper triggers, it would look like it didn't even die.
On the the point. Each player has a amount of max hits. Their current hits is displayed on the leaderboard for the custom score. Everytime they gain a level they gain a max hit. So level 1 has 1 max hit. Level 17 has 17 max hits. When you get to 0 hits, you actually die. If your unit dies and still has a hit left. A hit is subtracted, and it apears instantly in the place it died.
There are two types of health potions, one gives you another hit (if you are not at the max hits for your level) and the other sets your hits to max.
What do you think?
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This would work great. I'm thinking it could work amazingly in a NES: Zelda RPG, which like 8 different people have planned to create.
QUOTE(LegacyWeapon @ Apr 15 2005, 11:37 PM)
The only problem would be if you died in a place where you spawn "Unit Unplaceable." But if that's the biggest problem, then it seems like a good system

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Easy to solve.
Player has 0 "hero unit" and 1 "hit" --> Set revive. preserve.
"revive" is set. player has 0 units ---> create 1 unit at death location. set "revived". preserve
"revive" is set. "revived" is set. player has 1 unit ---> clear revive, clear revived, subtract one hit, preserve
"revive" is set. "revived" is set. player has 0 units ---> create 1 unit at last checkpoint town- giving some lame reason like "you are knocked unconscious but are rescued.", clear revive, clear revived, subtract one hit, preserve. OR create one unit at a trailing location that doesn't center close to as often as the other. This would solve most errors. For example, wait 4000 milliseconds before centering it each time, allowing the player to walk at most 8 spaces.
Sue me for not having capitals =p