Blueprint for the Future #4
Yan Hoek
Ok, Hospitals. We all love them don't we? Fight 5 times, heal back up to 100. Easy. And as everyone of military age is near to full health it keeps the economy working and profits flowing. And what is wrong with that?
So here's what's wrong...
1) It fatally weakens the gift industry as well as the high Q food industry. From personal experience I know that since I started fighting and healing everyday I have not bought a single piece of food over Q2. And I've only ever bought gifts for my employees struggling to hit 40 health so they can start the cycle of fighting and healing for themselves.
2) Hospitals last forever. They only get destroyed when the region is conquered. Which pretty much means all those Q5 hospitals in fortress regions like Java or Florida or Heilongjiang will be healing thousands of people until the end of time. This only weakens the wood industry.
3) No one buys Q1 hospitals. I mean, what is the point?
Now, I'm all for war, it keeps the economy moving and it makes eRep interesting but the current system of hospitals only serve to undermine the Gift, Diamond and Wood industries, as well as reinforcing the older more powerful countries.
So I'm proposing that hospitals need reforming. But how can we remove the bad aspects of hospitals without killing off the good bits too?
1) Happiness
Admin have vaguely mentioned happiness i.e. a characteristic that probably won't be affected by fighting and healing. And I guess if you aren't happy you still will be able to fight to the max but you might not be so good at your job. That might just solve the problem of the undervalued gift industry.
2) Hospitals run out after time
In RL a busy city centre hospital is going to have thousands of people through its doors every day. And after a while it isn't going to look so shiny and new. It gets old. And maybe it doesn't work as well as it used to.
Firstly I propose that every hospital heals the same amount. A Q1 hospital will refresh 50 health just like a Q5 but they will have different 'hit points'.
And that's where my second suggestion comes in. So say we have a nice shiny new Q3 hospital. And we'll give it a 'hit number' - 1,000,000 for instance. Every time someone goes and heals, the amount they are healed by is taken off the hospital's total. So if 500 people heal 50 health everyday then the hospital will last for 40 days. A Q5 will have a much more hit points, Q1 will have lower. Once all those hit points are used up then the hospital disappears and it will need replacing.
!!Ding!! Suddenly you have a system where the more heavily populated countries, ones that are raking in huge amounts of gold in taxes and would normally have a Q5 in every region, now have to regularly spent all that gold to keep their population healthy. It also means that Q1 hospitals actually become desirable - as those smaller countries won't need a super expensive Q5 to heal their smaller population. Basically it evens things out a little between the big powerful countries and the smaller ones.
Comments
Good idea, but hospitals should then cost a bit lower, and maybe be quicker to build since its not gonna last forever? And maybe if the hitpoints reaches 0, the hospital breaks. but if you do it before, like a repair, it will cost less and quicker?
what do you think?
True, maybe the amount of wood needed should be cut. That would speed them up and make them cheaper.
And I would think the president would choose a Health Minister whose job it would be to check up on hospitals and buy new ones when they are needed. Not sure how repairs would work as such, that might just ruin the whole point of building new hospitals.
I love the ideas you propose. I've read all of your articles and pretty much agree on everything you say. Keep up the good work! 🙂
Could it also be that happiness goes down on a low quality hospital or up on a high quality one? Or is this what you mean already where you mention happiness?
Nice idea! I like it!
@heivoll
Yeah, I guess using a higher quality hospital could give you more happiness but mostly you would be just using the one in your own region.
I think what Admin mean by happiness is other goods/services that you will buy on top of your usual food - like I think they mentioned going to the cinema?
I think I'll tackle happiness in a future issue - maybe Blueprint #7 or #8 (yes I have them all planned out)(yes I know that's sad). Keep on reading!
the problem of course with this idea is that whichever hospital is most cost effective will win out just as the Q1 weapons do right now in efficiency.
maybe instead of hospitals getting run down there needs to jsut be a limit of those that can be treated.
say 1,000 players per Q1 5,000 per Q5 which will make countries want to limit the ammount of players they have in each region, adding more strategy to war. when in defense and offense you would only want 5K of the BEST fighters to be there so they can fight more. etc. the rest will have to fight there and heal somewhere else. they would have to change the hospital thing so that you can heal at any time during the day whether you fight or not. which will help the newer players as well.
you could add a treatment level limit. for instance Q5 would only be available for players level 20 and up Q4 level 15+, Q3 level 10+, Q2 level 5+, Q1 level 0+
which will greatly encourage the gov. to help with distributing gifts etc. so that the newer players can fight more often.
and with that the wellness crisis for the Welcoming Committee will be over because the newest players could still heal and get 10 wellness boost a day and their job would then turn to distributing gifts to fighters.