This is a replacement of the current HP system. It's not all nailed down at time of writing, but I would like to try some new things to give this game a more novel feel that makes it a little more than just a fire emblem copy.
The idea follows from the fact that we're playing as these slimes and not humans. Slimes have unique bodies, so the HP is a way for those unique anatomies to be represented in gameplay.
The slimes are comprised of a slime outer body and an inner core made up of some stone/metal substance. Slimes would have two HP stats to represent the two parts of their body. A slime's HP would represent their 'slime' HP, and their maxHP would represent their 'core' HP. At the start of each turn, a slime's 'slime' HP would heal, maybe all the way, or maybe just a percentage of what's missing. However, in the course of getting damaged, slimes would also sustain damage to their core, which would functionally lower their maxHP. Healing damage to their core, or raising the slime's maxHP back to its 'true' max, would be more difficult during battle, perhaps requiring a healer or standing on a special tile.
This is a pretty simple change I think, but it introduces a lot more resource management into the game, which is all the strategy in fire emblem games amount to anyway. It also introduces a lot of possibitilies for weapon variety (weapons that do no damage to 'slime' HP but loads to 'core', vice versa, weapons that prevent/limit slime HP healing, status effects that damage the different HP types, etc) as well as enemy types (enemies that heal all of their 'slime' HP with a low 'core' stat, enemies that siphon slime to restore their own slime HP) and abilities (bolster 'core' HP temporarily, rapid/mid-turn 'slime' healing, boosting damage/ defense on a certain HP type)
It's also easy to represent in the UI in a clear way, so I like this change. It will require more thought, though, and it doesn't exist in any way in our current stat system (i don't think it'll be difficult to add, though.)
This is a replacement of the current HP system. It's not all nailed down at time of writing, but I would like to try some new things to give this game a more novel feel that makes it a little more than just a fire emblem copy.
The idea follows from the fact that we're playing as these slimes and not humans. Slimes have unique bodies, so the HP is a way for those unique anatomies to be represented in gameplay.
The slimes are comprised of a slime outer body and an inner core made up of some stone/metal substance. Slimes would have two HP stats to represent the two parts of their body. A slime's HP would represent their 'slime' HP, and their maxHP would represent their 'core' HP. At the start of each turn, a slime's 'slime' HP would heal, maybe all the way, or maybe just a percentage of what's missing. However, in the course of getting damaged, slimes would also sustain damage to their core, which would functionally lower their maxHP. Healing damage to their core, or raising the slime's maxHP back to its 'true' max, would be more difficult during battle, perhaps requiring a healer or standing on a special tile.
This is a pretty simple change I think, but it introduces a lot more resource management into the game, which is all the strategy in fire emblem games amount to anyway. It also introduces a lot of possibitilies for weapon variety (weapons that do no damage to 'slime' HP but loads to 'core', vice versa, weapons that prevent/limit slime HP healing, status effects that damage the different HP types, etc) as well as enemy types (enemies that heal all of their 'slime' HP with a low 'core' stat, enemies that siphon slime to restore their own slime HP) and abilities (bolster 'core' HP temporarily, rapid/mid-turn 'slime' healing, boosting damage/ defense on a certain HP type)
It's also easy to represent in the UI in a clear way, so I like this change. It will require more thought, though, and it doesn't exist in any way in our current stat system (i don't think it'll be difficult to add, though.)