Now imagine Multiplayer, where you're playing against an opponent who takes an hour per turn, constantly resurrecting units with a tent until they're blue in the face. :)
They stand in a solid defense and resurrect, even though they could quickly finish off the enemy, but they drag it out to fully and freely restore all losses.
It's not 5 shots, not 10, and not even 20, but 100, meaning it's specifically unlimited!
The most annoying thing I've seen in Disciples 2 was exactly this kind of healing when playing as Humans/Elves. While you're blocking and healing, and at the same time killing the enemy with archers, that's normal. But if you leave the enemy's last unit alive and start healing faster than it can attack, and the archers just skip their turns, it starts to feel like a perversion. And you can't give it up because it's effective (free and unlimited).
It's easier to compensate for the percentage of losses with scripts, if a tent is present. For example, like this: reduces losses after battle by 10/20/30/40% (depending on the skill). It will be almost the same, only without wasting time.
But in my opinion, the tent should still increase the number of shots to at least 5-7
Added 7 minutes ago
Comrades, what if we calculate the tent's effect using the formula: base healing + average attack and defense, multiplied by some factor (e.g., 50)?
Let's take an average: we have a hero with 25 attack and 15 defense, the average is 20, multiplied by 50, that's a thousand. Very good, with 5 shots, it will give 5 * 1100 = 5500 HP per battle. When the armies are large, it will be relatively normal. And it won't be unbalanced at low levels, because there aren't many attacks and defenses there
Added 3 minutes ago
another question, is it possible to make resurrection based on units? for example, the level is determined, and depending on the level, a certain number of units are resurrected
И пусть Эльрат осветит твой путь


