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Implemented Fatigue System

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Neonity

neyoon
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Jun 29, 2021
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fatiguesystem.jpgThe Fatigue System


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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I love this suggestion all around, but I feel that it leaves the nuances of CivPro out of it. My suggestion is to add an actual mechanic for anti-fatigue rations and injections. Possibly a script and/or a command for Dispatchers. It'd work similar to coffee, just a bit more effective, and have the consequences of abuse be worse than coffee.
 
I love this suggestion all around, but I feel that it leaves the nuances of CivPro out of it. My suggestion is to add an actual mechanic for anti-fatigue rations and injections. Possibly a script and/or a command for Dispatchers. It'd work similar to coffee, just a bit more effective, and have the consequences of abuse be worse than coffee.
Oh yeah, I forgot.

I'm adding anti-fatigue rations to the list of energy-recovering items.
 
This would be great. Really great. Hopefully something that can be achieved on this iteration of Willard.
 
i agree with the idea but the question arises - how exactly will we balance fatigue, in how quickly it kicks in? cause from my perspective this seems like a balancing nightmare
 
i agree with the idea but the question arises - how exactly will we balance fatigue, in how quickly it kicks in? cause from my perspective this seems like a balancing nightmare
Can be worked out in the implementation phase. This is just a proof of concept.
 
Can be worked out in the implementation phase. This is just a proof of concept.
My idea is that maybe speed could become harder to raise slightly but equate to your character's fitness?
 
Kinda seems like a rip of Synapse's new energy system, but what do I know
 
Kinda seems like a rip of Synapse's new energy system, but what do I know
I don't play Synapse and never have and I am not aware of how any of their systems are implemented.
 
I could suggest if your character is damaged the fatique would return to normal for 10 seconds or less, that's due to adrenaline shot through your body during high pressure situations, same suggesting for medical item adrenaline which could give you 5 or 10 minutes of no fatique regardless how tired your character is.

Perhaps add energy drinks and implement that the drink and coffee would deduce the fatique by like 10 out 100 [If this is the system you'd use]. CWU workers being awoke for hours cannot begin a workshift without their morning coffee.
 
Time to passive rp for 2 hours before shotcopping
 
Seems like a waste of time creating a script and bug fixing it for no reason other than to further waste people’s lives sitting in chairs or laying in beds to regain a fruitless energy bar when we could just continue with business as normal.
 
I can't wait until all the CPs start running on treadmills, hitting new PRs on the bench, all fatigued with muscle soreness.
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Seems like a waste of time creating a script and bug fixing it for no reason other than to further waste people’s lives sitting in chairs or laying in beds to regain a fruitless energy bar when we could just continue with business as normal.
I think you're missing the point. An energy bar adds more nuance to how you are treating your character, as well as the pace by which you go. Everything is so fast and doesn't hold much value honestly, from my experience, but an energy bar could make me slow down, go to a RP hub, and chat about, before I go back to normal tasks or activities. "Forcing" players to go into an RP hub can get rid of some of the monotony when people don't seem to have anything going on except trashRP and walkRP; workshifts don't happen frequently enough to break my boredom.

If you're playing solo, then going to a couch or bed is quite lame and boring, but then there's an RP hub to help you kill some time and you can have fun while you're at it. Got some friends? Go sit on a couch together or something and talk or passiveRP. I currently feel to be script focused whenever I'm not being handfed role play opportunities, so I like how this can straighten me out.

I'm sure there are plenty of other things going on in the badlands, but how can an RP hub hurt; take a breather. In any case, this is my perspective from a cityRP standpoint.
 
I feel like this only benefits those in Combine factions, considering they aren't really doing much that would fatigue them in the first place. I am guessing that if this were to be implemented, factions such as OTA don't have to worry about this at all considering they only deploy when they're needed, thus making them even more annoying to fight further cementing their superhuman status. Civil Protection will also have more of an advantage due to them being constantly well-fed, giving them a boost in combat and making sweeps even more insufferable. Unless you're a rebel in a proper organised group that has people with max cooking skill, they'll always be at a disadvantage no matter what, mainly because I doubt your average rebel will hang around in the sewers talking with blue suits for a few hours about their hatred to the Combine just to get a bar full. Again, it seems obvious that they'll always have an advantage due to them being this unstoppable empire that spans over thousands of universes, but balancing it out properly to make it fair for both sides is more important.
 
I feel like this only benefits those in Combine factions, considering they aren't really doing much that would fatigue them in the first place. I am guessing that if this were to be implemented, factions such as OTA don't have to worry about this at all considering they only deploy when they're needed, thus making them even more annoying to fight further cementing their superhuman status. Civil Protection will also have more of an advantage due to them being constantly well-fed, giving them a boost in combat and making sweeps even more insufferable. Unless you're a rebel in a proper organised group that has people with max cooking skill, they'll always be at a disadvantage no matter what, mainly because I doubt your average rebel will hang around in the sewers talking with blue suits for a few hours about their hatred to the Combine just to get a bar full. Again, it seems obvious that they'll always have an advantage due to them being this unstoppable empire that spans over thousands of universes, but balancing it out properly to make it fair for both sides is more important.
That's good, though. Rebels + vorts usually have the weapon advantage over Combine + tactical (ambushes etc), and if this gets implemented the Combine will have the logistical advantage, as they should.
 
I'm all in for seeing how this thing'd work if implemented, however all foods should do something with the energy thing, even if only a little. It's food, after all.
 
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