Board Thread:Suggestions forum/@comment-27200931-20170428163729/@comment-26172435-20170428174419

Very good thinking Drago! A great way to introduce more natural variation in the mod.

Now I would also like to see this would be applied to hired units, but I can imagine many players will not like the idea of paying as much for a 22 hp elven warrior as for a 30 hp elven warrior. So, I would propose to make hiring prices vary with the 'health' and length. Make it a random result with the commanders GUI only showing the average price and stats.

Additionally, it would be fun to also have the reach of units varied with their length, but I can imagine that would even lead to more anti-realism outrage. So, let's take it one step at a time and keep it relatively simple for starters.

Excuse me for the following, related, yet off-topic intermezzo:

''This may be a good kick-off to open up the discussion on levelling as well, as health can be considered one of two ultimate ways to reward both players and hired NPCs for enhanced 'experience/hardiness/vigour/constitution/absorption', whatever you'd call it. I recently got the opportunity to test the Character_Stats plugin and configure it in the way I had in mind for my auld Vigour proposal. I ended up weighing two options: either granting capacity to absorb incoming damage, simulating the capability of a body to resist/absorb impact (energy), or granting additional health. In both cases additional experience/hardiness/etc will result in attacks having a lower nett effect on relative reduction of an entities health. So, either way is justifiable, albeit that the damage absorption option (as proposed with the Vigour proposal) apparently has one major advantage: the ability to distinguish between sources of damage to the entity. I just wanted to drop this here as it seems so obvious to address this in the light of the recent remark by Mevans regarding levelling. Although we don't know yet what they're planning to do, we can already indicate what we feel would be worthwhile and provide thoughts on pros and cons of different options. If anyone wishes to further discuss this, I recommend to either open a new general discussion thread or continue the topic in one of the endorsed suggestions threads covering proposals for this.''

''So, as an alternative to health, one could also define a 'hardiness/vigour trait' for both NPCs and players. But either way, both will have the potential to add a lot of depth to both pve and pvp combat and player and hired NPC character development.''

Back on topic: With some levelling mechanic, hired units with relatively low health could become so hardy through combat, that they'd surpass fresh/non-hardied taller or more muscular individuals of their kin, which would be kinda cool aye?