We can all agree on this, right? Nobody really likes having to keep an eye on their health bar to see when a bandage is no longer partially wasted so we can patch ourselves up. Nobody likes their exploring being interrupted because they forgot to wrap bits of plant matter around their robot arms. Nobody likes sighing and sitting down after every wild monster fight to deal with the one or two scrapes you got. Regenerating health. It's absolutely vital for an exploration game. Nobody likes micromanaging their health while exploring.
Elaborate? I can't see how having to utilize my infinite stream of bandages after every minor scrape and scuff improves my experience.
Some of my most BS deaths come from the issue of juggling bandages.. Granted I usually get assaulted by 10 monsters and hostile NPCs so its amazing my floran can survive with 5 health after all of that... I feel a better health alterantive or more health raising foods would be good like the old days of starbound. Anybody remember shoving bread in your face while running from flying birds that do 1000 damage when their corpse nails you only to run into the Avian temple at the other side of the world getting mowed down by the machine guns? Ahhhh memories.
That's because you only stick to bandages. You can craft a multitude of healing items recently and I much rather have the responsibility of healing myself instead of waiting for the universe to conveniently mend my maimed fragile flesh.
I don't think auto-regenerating health is an absolute necessity, but I would freely sacrifice a tech slot for a really slow auto-regen even if it required me to be out of combat for a decent period of time. As it stands right now, I feel like I'm wasting far too many regen/healing items. I carry literally hundreds of bandages/stimpacks/medkits only because I burn through them so quickly. Something to fix that would be wonderful, and auto-regen is definitely one way to do it. That, or making additional ways to regain health over time in a slower way while moving (such as an after-effect of resting in a bed). Then again, I'd also feel less compelled to spam the items if they had high cooldowns alongside that. *shrug*
Did I say "And lo, the only thing that would heal players would be sitting in a corner and waiting?" Because I don't recall saying that. I recall saying "Hey, do you mind not FORCING ME to guzzle energy drinks and linen 24/7?"
An auto regen tech would be great for exploring.. That way when you get into combat you're not running out of supplies from the monsters nibbling on your giblets! I feel that'd be a nice compromise for an explorer a gradual health regen with a tech slot. You'd lose a tech slot (hopefully somewhere that isn't to important, maybe it make it so it can heal you at the cost of energy if autoregen is an issue.
Then use the regen tech since there IS one. You want free healing because you're too lazy to use the items made to heal you .Some heal you fast other heal you slow.. You seem to only use the slow ones. It's this kind of stupid mentality that led to the removal of the Hunger mechanic.
I thought it was exploration game and survival game. Regenerating health would result in the game not being a survival game I think.
I think it is better for us to have a hot key to healing item and the like. Fumbling around with number keys feels awkward. Otherwise, I don't really mind the health system as it is now.
I don't think worrying about bandage supply is a thing or should be a thing (in the game's current state). I always have more than I know what to do with and the materials to make them are ridiculously plentiful. However, this also means that healing can become more of a "click a couple buttons after every fight" tedium than something interesting/fun. Healing isn't a rare resource, just one that requires a bit too much micromanagement. Imho, either it should be rarer and more meaningful or the tedious bits of it should be pruned away. I could see a system where healing is kept as an emergency measure, and you slowly heal outside of combat. Or one where healing is rare, and managing health is a real thing -- probably means larger health pools so you manage it more carefully over time. However, I think given the fact you can carry beds and whatnot with you, making healing rare would be very difficult. Basically, I am not sure I am seeing the value added to the gameplay with healing as a "click two buttons every few minutes" mechanic which is mostly what it is now.
If anything, the opposite should be done, as, right now, it´s very easy to tank most things by switching to bandages, which only gets worse once you get the Portable Pixel Printer, as Nanowrap Bandages heal very quickly, to the point that literally the only attack you can´t tank from that alone is predictable and used by a boss. Bandages and similars should rather heal more slowly.
I kinda disagree, actually, i'm not really a fan of regenerating health as a standard feature, maybe some late-game armors could provide it, but not from super early game equipment(Maybe Manipulator could have regening health, i'm still wanting a buff for Manipulator..)
Althrough it depends on the speed, as, if, say, it were slow enough to not significantly affect combat directly and only provided with a high enough hunger meter (If it makes a return), it could be available for the whole game.
Regenerating health is a AAA developers crutch to keep less skilled players interested. This game is already easy enough.
But that doesn't address the busy-work aspect which should be avoided. If you're going to spend a lot of time doing something repetitive, there should be meaningful decisions involved or the act should be fun, imho. This is neither. And that's not even getting into how food for healing is actually more troublesome than just using bandages.
Well higher tier food - which you can also buy time to time from NPC's based on the planet type you find them in Offer buffs in all areas also not just healing. So you don't have to grow and make the food - you can just outright buy it.