oh yeah forgot to mention that there should be an overkill mechanic ^^ otherway longrange specialist would almost never kill someone^^
The healing thanks to fatalities can be assimilated to the zeal of the space marine : killing raises his fury rendering him tougher and deadlier, this is why they ended with this quite fun Healing mechanic. Nevertheless I admit I'd prefer something like damage mitigation and damage buff for killing thanks to a fatality, depends of the tweaking I suppose. Plus it would be more easy to explain for any faction : the satisfaction of killing an enemy can revigorate and/or boost even an Eldar I guess... After all, life in shooter as to be considered as injuries, bleedings and stamina loss, unless there are actual distincts bars displaying them.
I think healing should be in the game, but only by medics & only single target healing (the heal boxes in Battle Field are really ridiculous) Also, I think a revive mechanic should be in the game, only performed by a medic class - but perhaps it would take 10 seconds to rez someone fully. Tbh I think this is a good tactical mechanic, as it means that a squad that protects their medics well will be able to keep up a constant assault without having to respawn.
I would prefer something like Project Reality's system. Medics are a squad-level asset with a per-squad limit (so people aren't soloing around with one just for the self-heal) and are the only class that can revive. They have a limit on how many times they can revive, unless there's an ammo source nearby for them to get new stim packs from. Additionally, respawning is sufficiently inconvenient due to a combination of timer and travel time that waiting for a medic is *usually* a good idea.
My thoughts: Hitpoints regenerate when not in combat. This may be augmented by perks, e.g. Faster Healing Rate, Heal in Combat, etc. Certain weapons/items/perks/spells let you leech health off enemies. Consumables can restore your health. You can carry only a limited number and/or the item will have a considerable cooldown. Apothecaries (or equivalent) can heal you in combat. When you go down, you can crawl around and you still have your basic weapon, like a bolt pistol, to shoot with. After a certain period of time has elapsed, you bleed out and die. Team mates can revive you when you are knocked down. Reviving takes longer for non-healers. Say a Space Marine takes 10 seconds to revive another player, whilst an Apothecary can do it in 4 seconds. The health you get when revived may be dependent on perks (for both the healer and the one healed). Players can be executed while downed by an enemy player; this kills them instantly. So that's pretty much all of the above.
Revives of the fallen and slow self-healing when away from the line of fire No healer classes or magic "HP-rays" Limited self-healing through stimulators and injections with the "toxicity" grid (the higher - the stronger effect but worse post-effect). Buffs go here as well as buffs from battle-cries and chapter banners. Augments and modifications Ability to "execute" the downed enemy, rendering impossible to revive him. Not necessarily a special action (or else it will become boring and time-consuming), but just additional shoot-out on the downed enemies (draining their negative hit points to a certain extent, or something like that) I think all of the above would be realistic, awesome and good for gameplay
I can see out of combat healing, but I just cannot see someone get smashed by a meganob and then have some just pick them up, dust them off, and the let them be on their merry way.
Devs have confirmed that players would have a "downed" state where-in they could be executed by an enemy or revived by a friendly. The healing over time wouldn't cut it because i can only see it working for the astartes. As for the eldar and orks...not so much.