The fighting-game-like healthbar thing is theoretically possible, but honestly the computation of "how much would you regen?" is fairly complex. It's not just the sum of all 5 window numbers, but something like
Min(regen,fifthNumber)
+ Min(regen*2,fourthNumber-Min(regen,fifthNumber))
+ Min(regen*3,thirdNumber-Min(regen*2,fourthNumber-Min(regen,fifthNumber)))
+ Min(regen*4,secondNumber- Min(regen*3,thirdNumber-Min(regen*2,fourthNumber-Min(regen,fifthNumber))))
+ Min(regen*5,firstNumber-Min(regen*4,secondNumber- Min(regen*3,thirdNumber-Min(regen*2,fourthNumber-Min(regen,fifthNumber)))))
And that's just the projection for if you don't take any hits over your next 5 actions. Though suppose no one's really asking for it to show a visual prediction of
that (yet
).
Anyway, perhaps I can give that a try; the graphical part could be a bit tricky as our current way of drawing the healthbars really doesn't lend itself to granular length or different colors or whatever, but we'll see
On the other hand, it just feels like if the computation is that complex, why aren't we doing something that's simpler for everyone to understand? In the end the current math still feels like the simplest way to have regen per se, but just because it's the best we can do doesn't mean it's good enough
Hence trying to find some kind of alternate approach. Anyway.