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- Jun 29, 2021
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- #1
Currently, objects like chairs and beds serve no functional gameplay purpose. In order to both incentivize people purchasing apartments, interacting with stores, and generally taking care of their character's needs, I propose implementing the Fatigue System.
Stamina itself is already pretty mundane and doesn't really do much other than let you run for a few seconds and then regenerate your energy. With a minor decrease if you didn't eat or drink for a while. It's a simple mechanic and doesn't really represent the way in which your character becomes exhausted over time. Similar to how IRL while you can sprint for short durations over and over again, eventually your body will become too tired to keep going.
With this new suggestion, fatigue would drain really slowly over time or drain quicker if you keep overexerting your character. You'd take a (semi-)permanent hit to both your stamina and your skills as a whole.
Overexertion Mechanic
| Overexertion as a mechanic can be defined as consistently pushing your character to its absolute limit. This can be by looting various trash bags in rapid succession, tiring you out, or running and jumping, draining stamina only to do it again right after. Carrying an inventory full of items, or several bags at once would also exert you rather quickly compared to lighter equipment. A rebel wearing heavy kevlar would quickly become encumbered compared to one in light kevlar. While your stamina regenerates quickly, your fatigue takes a hit. Your character will need a break. Stamina and fatigue are both separate stats. Stamina regenerates quickly, but fatigue drains over time as impacted by several factors. Drinking alcohol would also drain your energy, reference my previous suggestion for the way that could work: https://willard.network/forums/thre...oholic-beverages-should-fuck-your-chat.10217/ |
What if I'm fatigued? What happens now?
| When your character is fatigued, their actions become slower. Not slow enough to become annoying, but slightly slower than usual. Enough to make a difference. Your total run energy would be reduced by a set percentage, incorporating your speed skill. Your HP recovery rate reduces, and medical items take less effect. Incorporating your medical skill. Crouching and looting trash bags are slower overall. Aiming down sights is slower, your gun is less accurate, and your run speed is slower. Your skills are slightly reduced, similar to when you're hungry. Agility /rolls take a hit, taking a minor debuff in all your rolls, for as long as you are fatigued. I could go on. What is important to note is that the effects of fatigue are noticeable, but not annoying. They should be something to take care of, but they should not feel like a drag. Thus, the effects are relatively minor. You will not pass out, for example. You will not walk unbearably slow. You'll be slower, but it will be manageable. |
How do I recover my energy?
| There are several ways to recover your energy. The obvious ones would be by sitting down on the floor or a chair. Sitting down on the floor would recover your energy slower than say, a comfy couch. Laying down on a bed would increase your energy rather quickly, but is the least RP-friendly way. Beds, chairs, and sofas in loyalist apartments and venues would give you a big boost to energy recovery, maybe even being able to go above 100% if it's high-end, as a bonus for comfort. Eating high-quality foods and drinking good drinks would also provide you with a bit of energy. Eating poor food, like leeches, wouldn't affect your energy level at all. Drinking Coffee can also give you a temporary boost in energy, but this comes at a larger energy hit after the caffeine boost expires. For CPs, the well known anti-fatigue rations would keep your energy high, but if you don't have them, the consequence is HUGE. You best make sure you get your ration on time. Now, you can ask yourself: "Sleeping sounds boring and just gamifies going AFK. Who would want to do this?" to which I provide the last, and most engaging method. Fatigue would automatically recover itself slowly by spending time in RP hubs, which can be designated by staff in the same way that areas can be designated as containing spores. Stores and apartments would provide a higher rate at which fatigue recovers than sitting outside, for example. And all you need to do is stand in the area and it recovers itself. This encourages people to interact with stores and other establishments. Restaurants and venues would force you to take things slow and sit down at a table. Clothing stores would encourage you to engage in meaningful discussion. The CMRU would feel less of a drag because you recover your energy there. I can go on with explanations but you get the point. |
What if I have full energy?
| Simple. If your character is not fatigued, your actions will be at normal speed (what it is now) or slightly faster if it's full or nearly full. You can run faster and longer, you heal faster, you equip items faster, you loot faster, you shoot more accurately, etc. Your skills gain a minor boost, and your rolls get a temporary boost if your energy is full as well. Your character is in perfect condition and functioning to the best of their ability. Good on you. |
The aim of this suggestion is to enhance gameplay and revitalize RP hubs as a gameplay incentive, without relying on items to do so. Instead, using already existing concepts like RP hubs to emphasize character abilities. This is just a concept and not final in any form, so any suggestions for change are much welcomed.
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