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While working on the wizard spells, I found out that all stunning items operate on obscure inconsistent "slowdown" and "paralyze" values, and I'd like to suggest a simple solution to the handling of stuns which would be a future-proof design and even a simpleton like me could code it.
The Stamina system:
Player by default has 100 stamina
Movespeed scales with stamina directly, 100 being the norm, at 50 player is slowed by half, and at 200 you move at double the regular movement speed
Stamina regenerates passively at a high rate while standing still, and at a slightly lower rate while walking slowly. Running (aka moving at regular speed) has no effect on stamina.
Having >10 stamina will cause you to fall over, entering what is at the time of writing in-game called paralysis (a single shot of a taser inflicts it)
Reducing stamina is done by attacking a player with a weapon with a stamina drain (stamina damage) component, which will deduct stamina, same can be applied to projectiles.
"Stunned" effect and alert will prevent stamina regeneration while it is active, instead of directly slowing down the player, since the stamina system itself would handle it.
Replies to criticism I received: -Stamcrit and original fake Damage is better
This point is up for debate, but I think the original game handles stamina like this because of the bizarre idea (or constraint) to code it so, the system of the "fake damage" of the original is confusing and unintuitive to anyone who played a videogame with stamina before, as well as limiting the design of the project. We limit us to one damage response, be that lethal or non-lethal damage, and we have to code it in a roundabout manner of re-cutting the damage code for what could be solved by just making a simple new variable -It is confusing
I do not advocate we add a UI element for stamina, since the absolute majority of stamina-affecting items will also apply a stunned effect, which has an alert, if it doesn't, it is a form of stun so soft the player wouldn't notice it. -Why even bother?
Adding stamina which acts like this allows for greater design possibility for softer forms of stunning, with more or less time to evade something non-lethal coming at you, therefore allowing for precise adjustments to balancing and more freedom in designing stun effects, as well as stamina boosters like traitor's stimpacks
What are your thoughts on how this should better be handeled?
This discussion was converted from issue #3079 on May 11, 2021 18:51.
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While working on the wizard spells, I found out that all stunning items operate on obscure inconsistent "slowdown" and "paralyze" values, and I'd like to suggest a simple solution to the handling of stuns which would be a future-proof design and even a simpleton like me could code it.
The Stamina system:
Player by default has 100 stamina
Movespeed scales with stamina directly, 100 being the norm, at 50 player is slowed by half, and at 200 you move at double the regular movement speed
Stamina regenerates passively at a high rate while standing still, and at a slightly lower rate while walking slowly. Running (aka moving at regular speed) has no effect on stamina.
Having >10 stamina will cause you to fall over, entering what is at the time of writing in-game called paralysis (a single shot of a taser inflicts it)
Reducing stamina is done by attacking a player with a weapon with a stamina drain (stamina damage) component, which will deduct stamina, same can be applied to projectiles.
"Stunned" effect and alert will prevent stamina regeneration while it is active, instead of directly slowing down the player, since the stamina system itself would handle it.
Replies to criticism I received:
-Stamcrit and original fake Damage is better
This point is up for debate, but I think the original game handles stamina like this because of the bizarre idea (or constraint) to code it so, the system of the "fake damage" of the original is confusing and unintuitive to anyone who played a videogame with stamina before, as well as limiting the design of the project. We limit us to one damage response, be that lethal or non-lethal damage, and we have to code it in a roundabout manner of re-cutting the damage code for what could be solved by just making a simple new variable
-It is confusing
I do not advocate we add a UI element for stamina, since the absolute majority of stamina-affecting items will also apply a stunned effect, which has an alert, if it doesn't, it is a form of stun so soft the player wouldn't notice it.
-Why even bother?
Adding stamina which acts like this allows for greater design possibility for softer forms of stunning, with more or less time to evade something non-lethal coming at you, therefore allowing for precise adjustments to balancing and more freedom in designing stun effects, as well as stamina boosters like traitor's stimpacks
What are your thoughts on how this should better be handeled?
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