Nothing you're describing, Cecil, is at all cogent or coherent. You're illustrating doing things, not how to do them and from the sound of it your plan would sacrifice much of normal gameplay mechanics, whereas the traditional objective of vHP systems is to seamlessly integrate virtual health into the natural mechanics. I'm afraid if you want your idea to be at all meaningful, you'll have to start from the top; though, don't be overly specific.
Maybe I just did a terrible job at explaining things. Maybe you could point out something specific? I just went through all of "how to" do things, at least, I understood how to do them.
And I honestly don't know what normal VHP systems are if what I described isn't. I already asked for a link to something that is normal, as I can't find anything.
Hmm start from the top.. Allright, well, if you want to have every unit that is in active battle to have representational health, I would start off by making all units invincible. All attacking affects would be shown via death affects.
Now, you need a location over each individual unit, so that you can tell the difference between each unit. In order to constantly update the locations over these units, you need to use burrowed units, under every battle active unit, to use to cycle through and center locations, every trigger cycle.
Now you need a way to directly detect what type of unit is at each location. You can do this by using the actual unit (not the burrowed one) under each location, but what I would rather do, is use deathcounts to represent what type of unit is at each location - this would allow you to create multiple difficulties of enemies with just a single unit type. For example: you could use the zealot to represent greater skeletons, skeletons, and weak skeletons. To be able to tell the difference between what is at each location, you would represent the unit at each location as a DC amount. Say, a 1 is a weak skeleton, 2 is a normal one, and so on.
Now you need a way to tell what that DC amount corresponds to, concerning the centering locations. You do this, by using a seperate DC type for each location. You would assign DC A to location 1, and DC B to location 2, and so on. This way, when you spawn an enemy unit or something at location 3, you would then set DC C to the amount that represents which unit you want to be at location 3. You could use a DC amount of 0 to represent an inactive location.
So far we have a simple system set up to be able to have multiple active units, in battle, able to move freely in real-time.
Now we need to represent each units' VHP. You can do this in the same way you differentiated between unit types; you can assign another different DC to each location, representing unit HP. From here, to setting the actual unit's hp under a location shouldn't need to be outlined.
Now we need a way for these units to apply damage to one another, and a way for these units to have intervals of "cooldowns" between their attacks.
The cooldown is simple to solve, just assign another DC to each location and use that for attacking cooldowns. 0 could represent "ready to attack", and you can use a large amount to set the DC to that represents "this unit is attacking", this large amount should be something a cooldown would never need to be at.
Now for the actual attacking. Once the cooldown for a specific unit is set to 0, assuming this unit needs to be controlled with ai, you can check to see if any are in range with a single large location. If there are enemies nearby, you can randomize which enemy the unit will deal damage to. There needs to be a second burrowed unit under each active and in battle unit, to allow for units to select which unit to deal damage to. The randomizing and enemy detection shouldn't need to be explained.
As for human controlled units, instead of just using a pre-set attack selection system, you probably want to allow the player to choose which enemies to hit. Once a player's character's cooldown is at 0, you could control a cursor to cycle over enemy units, at the player's will, and select which unit to strike. This can be done with 1 button in a dropshop. Here, the player can just choose how to attack, and with what spell, via the dropship. So really, you would be using 1 button for the cursor, and the rest in the dropship would be for casting spells and such, just like any other map. I don't really see what's sacrificial here in terms gameplay (except for maybe over cycling of the button, hitting the cursor cycle button one too many times).
This whole cycling through units thing would be no problem if the battling system was fully turn based, however, because then you could make it so only 1 human unit would be attacking at a time, and this make it so that over-cycling of the cursor wouldn't result in a short loss of time on the human's part.
I'm assuming applying damage to enemies, and actually adding or subtracting health shouldn't need to be explained, as the whole point of me explaining this was just to get my thoughts on representing units HP virtually in real-time, with as little locations as possible.
I hope that was a bit more understandable. I don't foresee a single problem with anything here, except multiple cursors over the same enemy might cause a little confusion at times, and the constantly moving of burrowed units might make walking units look jittery (but I think this will be negligible).
None.