I like the idea as a concept. But from the sounds of things you would be limiting the amount of revives drastically. Given that you use a max skill reviver. 5 to start with then your RCD (Revive Cool Down) is over max (29 hours 30 min given you used the first 5 in a 30 min time span. Just throwing out easy number to make an example) then you have to wait for 6 hours for a revive. That’s 9 revives in a 24 hour time span. And drastically lowered to what can be done now. I think the random chance is a good system that we have in general (and this is coming from a like 1% revive skill person) I do like the ideas of lowering the E cost by other means and raising the min HP to 20%. Using your same example- a brain surgeon should be able to bring them back with more than 1HP but also they don’t always save everyone. Great idea overall and R+ even though I only personally agree with part of it.
To be honest, the numbers were purely for easy demonstration.
I was hoping to refine this and make it better as I went along but so little people even say anything that I've had nothing to bounce off.
Thank you for the feedback though.
Please support my suggestion to refine the revive system here
Besides the fact that it makes no sense for factions to have internal dedicated revive teams . Factions work to complete challenges and to earn the respect need to get the benefit from those challenges . So why should people outside of factions be able to get the same benefits of people on a faction . If you allow a person outside of a faction with revive perks to be able to do revives as reduced energy . Then it can start to snowball into other things . Such as being able to carry extra items based on number of times a person travels. Or extra gym gains based on amount of energy used in gym .
Personally I don't see any problems with the current system . From what I've noticed the problems of endless revives winning a war seems to be solved Also , to me it makes sense that the amount of life replenished is based on skill level , rather then the number of revives a person can receive be based on revive skill .
It makes no sense mechanically for there to be entire factions dedicated to reviving as the entire balance of Torn warfare is designed one faction against one other faction, so failing that, it'd fall down to a dedicated team of revivers within the faction because they cannot split their energy between attacking and reviving unless if they are all so high on revive skill that they could do it interchangably.
There is a problem with what you just said. Neither of those other examples have an unlockable skill to access them, nor is it a massive loss if you don't have those bonuses. Reviving for 75e though compared to 25e is a serious gap though that is a major issue and basically stonewalls progression for any revivers not in a faction. This problem is made worse by the fact that revives were initially intended to counter long hospitalizations from overdoses and crimes, not faction warfare, so Chedburn's dislike of revives being a major factor in faction warfare is inherently incentivized by the fact that only factions obtain those bonuses.
The fact only factions get the revive bonus when the skill for reviving is obtained elsewhere is a major problem in faction warfare that continues even now because now it's reached the point where revives aren't actually limited, it just takes more and more revive attempts to do, which can be bad for revivers because the penalty of not succeeding falls on them, not the fighter who is the cause of the imbalance.
The suggestion doesn't take away skill boosting the health value.
Endless revives never won a war. Money wins wars, and money pays for far more than revives. Xanax wins wars, not revives.
Your only looking at things through the eyes of a reviver . If you were ever actually in war then you would be able to see things through the eyes of a fighter Now you are right people get revive ability through the medical job , but does the.mesical job also allow people to do revives at 25 E. . No hence the reason it eventually became a faction perk and also why revive factions were formed . So unless it becomes a job perk somehow , the only way a person should be able to have 25E revives. Is if they are in a faction with revive perks .
It was basically stated that to keep wars being won by endless revives .That people would be limited on the number of revives they could receive within a certain time frame . So if a reviver keeps failing to revive someone that would be because they reached their limit . Which means the system is working not that it is unbalanced .
Also of you have 100 members in a faction it would make no sense to have 25 of those members dedicated to reviving the other 75 members . Not only would you lose 25 fighter and people to join the wall , but eventually those 25 would be attacked enough and stuck in hospital that they couldn't revive other members .
Having to spend 75 E , to revive someone compared to having to use 25 E isn't a serious gap . Being able to do revives at 25 E is called a benefit , and to get that benefit you need to be in a faction with revives at that level . Just like if you want a certain company benefit , you need to be in the company that provides it . If a person wants 10 extra travel items they need to be in a faction that provides that , if they want to do revives at reduced energy they need to be in a faction that provides that benefit .
Remember factions have to work to complete challenges to get.to 25 revives . So they had to do let's say 1 k or 500 revives using 75 , energy and them respect to get them reduced to 70 E , etc etc . I forget the actual number but for a faction to get from 75 E revives to 25 E revives , it requires 10 k revives to be done .
If you think things are still unfair to revivers , then come up with a suggestion on a new type of company that people can work in and be able to have 25 E revives as a job perk
If reviving has a huge buff for in faction revives, then reviving becomes about strategy- how many revivers do I add to the roster to keep my strongest fighters on the field at the expense of having some extra folks at the bottom?
But that doesn't happen in the current meta, because factions will up with 100 fighters and then hire revivers. Not strategically interesting a bit. Just a question of raw money.
TL;DR: Replace the revive chance system with a traditional cooldown system, but with a way that revive skill remains a factor.
EditL By suggestion of a poster, I have moved my explaination of my reasons for wanting this change to the bottom of the post
My Proposed Solution/Replacement
The Solution I believe would be better than the old or new system still keeps revive skill relevant, which I believe is ultimately a good thing for reviving, there should be a curve, and a way to improve your abilities.
The health given by reviver skill should remain untouched but given a new cap, 20% health should be the minimum health restored by a reviver, regardless of skill. 1% HP revives are useless in warfare, and no reviver should ever have an ability that feels useless. It would be useful for Overdoses and Crime failures but that's not the main source of hospitalisation in Torn, so it should not be the main target of any revive changes. Also as a side note, you have to be a brain surgeon to even unlock the ability to revive. I doubt someone who is good enough to be a brain surgeon is only reviving someone for 1% health.
The Chance system should be scrapped entirely. It hurts the wrong side of revives. How I would replace it is this:
A new cooldown, 24 hours long to match the current recovery of revive chance. This Cooldown however shall be split into 6 hour segments
Revive Skill will dictate which segments you can revive into. In other words, if your revive skill is low, you could only revive someone if their cooldown is below the first 6 hour segment limit, while high skill revivers can revive until the end of the 24H cap
Reviver Experience gain will need to be reworked. It should now reward 3.5x the amount a 90% chance revive currently gives, although the exact number could be tweaked. The current system rewards more gain for higher risk revives so I see this as a requirement if this suggestion is to be implemented
For how the Segments shall work:
First Segment, 6 hours. Revivers of skills from 0 to 24.99 can revive up to this limit
Second Segment, 12 hours. Revivers of skills from 25 to 49.99 can revive up to this limit
Third Segment, 18 hours. Revivers of skills from 50 to 74.99 can revive up to this limit
Fourth Segment, 24 hours. Revivers of skills from 75 to 100 can revive up to this limit
This will ensure that reviver skill remains an important part of reviving, without needlessly punishing low skill revivers so they are always relevant and able to find people willing to accept their help so they can develop their skill.
I did consider a system where the revives are guaranteed but the chance system applied to the amount of health recovered, but I do not think that random chance has a place in revives given their inherent high cost without the faction boosts.
Possible Optional Change: Lowering reliance on factions for revives
As it stands right now, factions are the only way to reduce the energy cost of a revive. This one fact is why revive factions even exist today. If there were alternate methods for obtaining the bonus, there would be less need for revive factions to exist and instead there would just be revive teams inside regular factions and faction families, more in like with what I assume is Chedburn's vision for more balanced warfare is.
I believe that more methods for achieving this bonus should be created, BUT it should operate on Highest bonus takes priority, rather than having them add on to each other. Having these bonuses all add together would break the system again as people could combine them all to make overpowered revives with very low cost.
The Bonuses for reducing the Energy Cost of Revives
Revive skill, for every 10 skill you gain you should have a reduction of 5e to your revive cost, resulting in only reaching 25e revives at 100 skill if not in a faction
Medical facilities on a PI for either the Reviver or the target of the Revive should reduce revive cost to 60e, 50e if a Doctor is hired as staff. This might also require that Medical facilities be made available for lower properties too, with some properties unable to hire the Doctor staff member so the bonus of health regeneration is not applied.
Merits (I don't agree with this one, but I felt it would be good to include as an idea) with a 5e reduction per merit.
Combining a revive with a medical item (This was more of a spitball idea), the reviver can choose to combine a medical item with the revive, with small first aid kits reducing cost to 65e, regular first aid kits reducing to 50e and morphine reducing to 40e, however I'm not sure how this should interact with medical cooldown so this is under-developed
The Problems I have with the new system
The new system is intended to provide a more fair warring experience, I personally think it has completely failed in this regard. Chedburn has pushed many of these changes lately to reduce outside interference in warring, but they all disproportionately affect smaller factions over the larger ones Chedburn is actually attempting to reel in. I believe part of the reason this is happening is because the comittee is almost, if not entirely, made up of High stat Veteran players since they are the most dedicated, and almost half of them are from the same HOF faction (To my knowledge, if this is incorrect, my apologies) making the comittee incredibly, if not intentionally, biased towards the big factions. The updates constantly having disproportionate effects seems to be proof of that. It is hard to really solve this since lower tier players don't often have the dedication to seek a comittee spot.
The new system also hurts revivers more than it hurts faction fighters with this random chance system that was introduced. It doesn't limit revives that much, you just need more revivers and higher skill revivers to get more revives now since it's capped at 1% chance but it takes quite a lot of revives to get down that far. The intention to limit revives is clear, but the only people who are actually going to hit that low a chance are the lower statted and smaller factions because they need every effective fighter they have, while high tier factions can be fine even if 90% of their fighting force is combat ineffective from sheer stats and size alone.
The random chance of the system is also a major flaw. It makes building revive skill as well as actually unlocking revive bonuses for factions incredibly difficult. This has caused the barrier for entry to reviving to be massively built up when the entry point should be the low point, and higher up should be more difficult. The base cost of a revive is 75E, that means that a beginner reviver has a cap of 90% chance to revive and can only revive once before being out of E for revives, two if they have the Donator E bonus.
The Problems I have with the old system
When Reviving was first introduced, it was guaranteed 100% chance, with 100% health regain no matter what. At this point I don't believe there was a faction bonus for reducing the E cost of revives, so every revive was 75E. At some point, the revive bonuses were introduced, and all was well, then when revives started becoming a factor in warring, they reduced the health gain from 100% to 20%, and that was the system most of us are familiar with. This system was in place for years and only started showing cracks when high end factions were hiring multiple entire reviver factions to help them fight wars. For lower end warfare, the system was always flawed but mostly functional.
One major flaw of the old system was that it was simply made as is and basically never tweaked for such a long time even as Torn itself was changing and territory warfare was introduced, while ranked warring was removed (Still don't understand why it needed to be removed years before it was going to be replaced). Torn's updating and development moves far slower than most other companies, but Torn is also a niche game mostly kept alive as a passion project by Chedburn (To my knowledge) so it'd be a double edged sword to compare other games to Torn in this way. Reviving was a casualty of this lack of attention, as it was balanced for the point in time it was tweaked for, but had no curve so like most things in Torn, it broke a lot of stuff when used in extreme excess by the biggest factions of Torn.
Ultimately, no matter what system is used, there will always be flaws, but I believe that this system in particular would reduce the need for constant monitoring on the behalf of the developers to keep in a relatively balanced state. I am a rookie game developer of 1 year of experience so this isn't entirely out of my realm of experience, although I have never worked with a system like Torn's.
The major issue as a reviver is this makes revive factions and the whole tree functionally useless.
An easier solution that seems helpful is if skill can be earned above 100 - still only generates 100% health - but can now increase chances of success - so that those who revive more can keep increasing success chances - this creates an opportunity that the % chance of success will drop to allow to make factions spend less - but allows revivers to keep working towards increased success/higher earnings with their revives