Combat Proposition - Stamina

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Combat Proposition - Stamina

Postby Aceb » Sat Mar 31, 2018 4:27 am

I had a talk with friend who's into melee fights and few "improvements" have came into my mind. (IN short at end).

As it is for now, You can battle as long as You armor is intact (new one hardly goes down in one PvP fight, yet?) and You have HP.
As it is for now, You can hunt animals as long as You have time or can bot for a certain point. Which is not hard to achieve late world, might only have problems on new world / newbies to the game. Armor and HP is very insignificant if You know how and what to do, minus for big prays.

I want to propose a stamina exclusive for combat purpouses only. Once fight starts, both combatants gains green stamina bar (similar to spar green HP bar), that regenerate during the fight very slow, drinking water is insignificant for regaining it and each aggresive card/attack takes a % out of that second stamina, while each restorative move doesn't consume it or not much at all. After the fight ends, non-consumed stamina decides how much a debuff called "Muscle fatigue" a player gets. If nearly or entire stamina bar is used, player gain a huge amount of that debuff that goes away very slow if not sleeping in bed. The more debuff there is, the less stamina player gets to use at each new combat, preventing never ending hunting at least or quick heal with ancient roots. If there's only little stamina used, debuff doesn't appear or existing one doesn't gain much. Obviously if player has only like 4% of this debuff, it shouldn't affect him significally.

Something behind is that it doesn't stop player from movement, which is most important thing in combat here, player can still run freely as long as water drinking is an option. It might sound stupid but having one stamina bar for this idea, would be meaningless with drinking and wouldn't change anything at all imho. That's why separate for combat.

[wild idea mode on]Also while on combat topic, quick idea: make colors exclusive for: green (unnarmed), blue (axes), yellow (swords), red (all). Each attack that has any meaning of dealing damage, does red openning (with means it's G\B\Y+red always) and add maces that new color for them (purple)? to make it more complicated all non-metal armor would pass much more damage from better sword/axes, but full metal armor would efficiently stop axes and swords (not always?) but sink extra wounds (bruises) from maces (new purple color). Giving it somewhat choice that when someone uses in combat non-metal armor it's easier to die, but when uses full steel armor, it's easier to get all kind of bruises from mace attacks, while damaging armor, wanting to K.O your opponent with high enough damage not to kill but eliminate for longer? Also maybe a skill called shield bash, that when it is finishing move, it doubles concussion gained? Trying to add some variety between weapons and armors and goal between them.[/wild]

IN SHORT: Add new stamina bar for combat only, damage dealing consumes it, after fight debuff involved. + some ideas armor/combat/weapons
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Re: Combat Proposition - Stamina

Postby jorb » Wed May 16, 2018 2:35 pm

Idk, we've had ideas for various combat energies, but I'm not sure preventing gameplay should be a major focus.
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Re: Combat Proposition - Stamina

Postby synaris » Thu May 17, 2018 11:11 am

dear god please no. this would make ganking overpowered and make raising your stats nigh useless. if you wanna kill someone you could even get them in a bunch of one on one fights with alts you don't care about and then finish them off with your main.

its also unrealistic. in real life the adrenaline blocks the feeling of pain and fatigue. i remember i once cut one of my fingers on some glass in a fight. didnt feel it, didnt notice til about 10 minutes after when i happened to see red on my right hand. and i didnt even feel the need to breath DURING said fight.

so for the 2 reasons above, fuck no.

i could live with a SHORT debuff after an intense fight though.
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