This topic has been on hiatus for a while, while the more complex mana redesign, multiplayer, and so on were being discussed. But yesterday I sat down to look at the
original topic on this subject, and to do a concrete design that I'd go ahead and implement and then get more feedback on.
After all, the general consensus seemed to be pretty darn consistent in the main on this one: "health tanks" as a concept were really popular, and mostly there were just variations and twists on that core concept.
The core idea that I like best is
the variant suggested by Underfot, but zebramatt, Hearteater, FallingStar, Teal_Blue, and Olreich all contributed ideas to a discussion that I think is best summed up by
this post by Hearteater.
So, what's the actual design I'm thinking of right now?
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1. The health bar will mostly remain like it currently is, but instead of showing you the actual value of health that is remaining, it will show a percentage. Come to think of it, for purely visual purposes we'll probably do the same with enemies. If you want to see your actual health numbers, or that of an enemy, then the tooltips over the enemy in pause mode, or over your health bar anytime, would continue to show the real values.
2. Health potions will be removed from the game. As you explore around the world, you will find "vitality stones" instead. They will probably replace EXP containers as being the thing you find at the end of long hallways, as well as being something you can find in stashes and other places. These will be tier-less, like EXP containers were, but they will also not be seeded into areas that are too many regions below your current civ level.
3. When your health is <= 100%, you can use 4 vitality stones to increase max health to 200%, and add 100% to your current health. So if you were at 87/100% health you would move to 187/200% health.
4. If you are at 200% max health, then using 8 vitality stones would take you to 300% max and add 100% to your current health. If you're at 300% max, using 16 vitality stones takes you to 400% max, etc (when you're at 400%, using 32 vitality stones takes you to 500% max; at 500% max, using 64 vitality stones takes you to 600%, and so on).
5. Any time you visit an Ilari or similar, they will heal you up to 100% as they do now (if you are lower than 100%). Trash mobs' attractive health drops will do a small bit of healing that can cumulatively take you all the way back up to whatever your current health maximum is, though.
6. If your health ever drops below a given multiple of 100% (say that you were at 600% max health, and you drop down to 499% current health), then your max health goes down to the nearest multiple of 100% (so, in this example, 500%).
7. Critically, you won't be able to use vitality stones anywhere except in settlements. So you can't just keep spamming 4 vitality stones to jump from 10% health back to 110% during a boss fight, or on a long expedition. Health firmly becomes the "how far can I travel" metric. You have to come in with whatever max health cap you think will let you beat a boss or a mission, and then actually beat them within that health cap (using trash mobs from the boss room for attractive health drops is your only way to get more health during the actual boss fight itself).
8. Just to clarify, when you are "using 4 vitality stones" or "32 vitality stones" or whatever, it's just one click. You'd see all your vitality stones in your inventory in one stack, and you'd right-click them to use them, and it would deduct whatever number of them are needed to take you to the next max health tier. And the tooltip would tell you in advance what number would be required to raise your health to what percentage.
9. The maximum of your health bar would never shrink while you were in a chunk. Possibly not until you save/reload your game or get a new character, actually. When you lose capacity, that part of the health bar will be grayed out, and the "full health" style of display won't adjust to fill the entire bar until the later trigger points already mentioned.
10. Vitality stones will be more plentiful in higher-tier chunks, giving you an incentive to explore into higher regions (with EXP going away and some of the other changes, that was definitely getting lost; though missions can also be structured by region level to give greater or lesser rewards).
Thoughts?