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=== Assistant: Alright, now they’ve got serious regen 😅 === Alright, now they’ve got serious regen 😅 You said: : So now: * Every swarm unit regenerates: - +100 HP/sec to the force field - +100 HP/sec to the body * At the same time, continuously, as long as they’re alive. We’re still in the insane setup where each unit has roughly: * Shield HP: 100,000 * Body HP: 1,000,000–100,000,000 (depending on tier) * Swarm size: ~10²⁰ units * Plus: - Dodge - Combine - Devour - Fast mutation - Hive mind And you have a god-tier fortress with: * 20× 1000 mm kinetic guns (0.01c, double fire rate) * 20× atomizers * 10× lasers * 100× light-speed 1000 mm railguns * Infinite ammo/durability/power ==== For a basic unit: ==== * Shield: 100,000 HP, regen +100/sec * Body: 1,000,000 HP, regen +100/sec If not being shot at: * Shield refills from 0 → full in: - 100,000 / 100 = 1,000 seconds ≈ 16–17 minutes * Body refills from 0 → full in: - 1,000,000 / 100 = 10,000 seconds ≈ ~2.8 hours Compared to 10 HP/sec, this is 10× faster regen. Still tiny compared to your focused fire, but now: * Over minutes, partial damage really does disappear. * Any unit that gets away and rests for a while becomes dangerous again. For big tanks: * 10,000,000 HP / 100 = 100,000 seconds (~27.8 hours) * 100,000,000 HP / 100 = 1,000,000 seconds (~11.6 days) So they don’t pop back instantly, but they do climb back up if they can stay out of trouble. ==== ### ==== At 10 HP/sec: * Wounded units needed many hours to recover; * Regen mostly mattered over very long times. At 100 HP/sec: * Shields refill in tens of minutes, not hours. * Body damage noticeably heals over the course of a battle. That means the swarm can: * Rotate wounded units out of the front, * Let them regen behind tank walls or in safer areas, * Then send them back later in much better condition. So instead of a one-way attrition on their side, you get: : ===== Before, if you hammered a direction and then shifted focus: ===== * That sector would stay damaged for a while. * You could “soften it up” and then exploit later. Now: * If you don’t keep ongoing pressure, * Their shield + body regen will: - Patch up a lot of the shallow and mid-level damage, - Make that front look fresh again after a while. So strategically: * You lose the ability to say “we bled them here earlier, this side is still weak.” * You must treat every front as potentially refreshed if you haven’t kept it under fire. ===== Devour already gives: ===== * Big instant heals, * Growth, * Multiplication. Regen adds: * Constant “background healing” on everyone. So now: * Devour deals with big chunks of missing HP, * Regen smooths out the rest over time. That means any unit that escapes your kill-zone: * Gets devour if possible, * Gets passive regen regardless, * And becomes much harder to permanently wear down unless you atomize it. ==== You still massively out-damage 100 HP/sec on any target you’re actively shooting: ==== * Railguns: massively overkill anything they touch. * Big shells: eat HP in giant bites. * Atomizers: erase things completely once shields are down. * Lasers: can keep constant pressure on smaller groups. So in direct fire: * Regen might as well be 0. * Nothing you commit to dies “slow”; you’re still deleting things. But at the strategic, whole-war scale: # “Half-finished kills” matter less - If units slip out of your sights with 30–50% HP missing, - Over time, they move back toward full. # You can’t count on cumulative chip damage - Only fully-atomized or fully-blasted targets are permanently gone. - Lightly damaged survivors are basically temporary progress unless you follow through. # Long war favors adjustment + regen - You still have infinite ammo, so time is okay for you… - But they have: - Fast mutation, and now - Significant passive regen across the entire swarm. - So over long timescales: - They get smarter, - They heal up between pushes, - They maintain a frighteningly high average health. ==== - In a straight-up focused fight: You still vaporize anything in your crosshairs. Regen doesn’t save them mid-volley. ==== * In the grand, multi-front war: Faster regen: - Makes front-line damage less permanent. - Helps the swarm absorb non-lethal damage and keep coming back. - Increases the importance of: - Atomizing kills, - Maintaining pressure on key sectors, - Not letting them escape with major damage. So this change doesn’t make them invincible, but it does: : If you don’t fully kill and atomize, they: * Mutate, * Heal, * Come back smarter. If you want, next we can: * Buff your side with things like anti-regen fields (zones where healing doesn’t work), * Or let regen scale with something (like faster when combined or when near a hive core) and see if that finally lets them outheal even your absurd firepower in specific regions.
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