leiftiger, on 25 February 2012 - 04:39 AM, said:
It's rather pointless to know the units health unless you actually can do something to replenish their health. Having some kind of unit with an AoE style healing or perhaps going automatically to heal the units when close to them. Might also improve gameplay since you'd have to focus on taking out the healing unit primarily so you'd be able to kill the rest easily.
As I mentioned before, I think it starts getting really complex for OPs when they have to worry about micromanaging. Deploying units and placing traps strategically should be their main concerns. We also have to keep in mind that while the game does combine elements from the RTS genre, it is primarily an FPS/TPS/Action/Co-op game (since players will be GPs 90% of the time).
However, your idea got me thinking. It's true that a unit's HP in OW didn't matter since they all pretty much died quickly anyway. But, we've been discussing introducing three types of units in IA!: light, medium, heavy (not counting mini-bosses), so HP will play a bigger role for medium/heavy units.
While roles and AoE abilities might be too much, how about an auto-recharge of HP for units that are low on health and moved away from the line of fire? So you could try attacking, get damaged, then fall back for a few minutes to recharge (a bit). This would allow you to use your units a bit more strategically and you could gain points at the end for not wasting too many resources.
It's 5am and I haven't slept yet so if I'm not making any sense, I'll try again after I've had some sleep.