Spielerando

Healers who heal a full-health ally all fight long earn more than the ones who save lives

Damage is easy to measure, so supporters in a group often end up with nothing. Counting the healing they do fixes that, until someone heals a player who is not hurt just to pump the number. Here is a fair way to credit support in the seconds before a kill.

Why this works

Credit should follow what an action changed, not how big it looked. Counting only the harm that was really undone, and only close to the moment that mattered, stops a helper from earning by pouring effort where none was needed.

When not to use it

Skip it when helping is hard to measure by numbers, such as protecting, guiding or drawing attention away. Counting only repair would ignore those roles, so give support a fixed share for being present, or let the group decide how to divide the prize.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 28 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Healers who heal a full-health ally all fight long earn more than the ones who save lives" (read_entry reward-healers-for-healing-that-actually-helped) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP