[quote=“Kadian, post:2, topic:12896”]My two cents to this topic:
Regeneration in CDDA isn’t realistic. It’s not supposed to be. If it was realistic you’d need days to weeks in order to have a random wound heal up, and even then, scars would potentially give you a malus on the specific area which was hurt - after all, scars are a weak point in our tissue and can be reopened more easily than making a whole new wound.
That said, it’s obvious that any regeneration of any kind is for the player to have more fun. You wouldn’t really want to sit tight in your little hole and wait for all your cuts and bruises to heal up, just to go out and get pummeled by the horde which inevitably ammased itself outside of your hideout.
What I would propose is the following: Add a small overall regeneration, which will heal a specific amount every…hour or so. The sleep-regeneration should also stay active, as it makes sense, your body heals faster when you’re asleep, however, the sleep-regeneration should be nerfed to a more mediocre amount. fully healed in 12 hours is a bit too much, after all. Both regenerations together would probably be able to get you fully healed in about a day or two, but you’re not forced to sleep if you prefer to stay awake and do some meaningful stuff.
Now, as you said, we have to consider how to get a meaningful value for the regeneration. I like the Idea of nutritional values and diet having at least some kind of influence, after all, eating healthy would definitely help with healing.
The option that nutrition, iron, vitamins and so on should deplete faster while healing in exchange for a slightly accelerated regeneration makes sense as well and feels like a good Idea, at least in my eyes.
Regeneration should also be connected to your physique, at least in some way. I could imagine that stronger characters might be able to regenerate a little bit faster, but that’s just me.
As for traits: We are severely lacking in medical traits as is, in my opinion. making a few more traits, and possibly mutations, connected to regeneration seems fitting. We should also have stuff like thick blooded or thin blooded. Thick blood would decrease the risk of bleeding, while thin blood does the exact opposite - in fact, it might even give a malus in trying to stop the bleeding, while thick blood might even have a very minor regeneration buff.
While we’re at it, incurable diseases as traits of some kind? Some of them might influence regeneration, and they could influence how people react, give you random headaches or pain, or even hallucinations. Of course, we already do have traits for this kind of stuff, but adding more traits with similar effects isn’t necessarily bad, especially when you might be lucky and find a very rare cure in a hospital for that one ‘incurable’ disease you have.[/quote]
Regen is a solid idea. We all regenerate to heal slowly. It doesn’t make sense to heal up in 2 minutes from items that should only allow us to heal better. Unreal World healing is a solid idea. All it does is give you the best chance to heal well over time and to choose damn carefully how you deal with situations in the game world. Same should be applied to NPCs being hostile immediately. Unless they are tough, they should consider picking a fight for fear of dying.