How to implement Stamina and Fatigue?

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Ryuta

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It's not really about requesting stamina and fatigue. Those have been requested many times.
What this topic is about is how to implement them/ it so that we can come up on some workable solution to the topic rather than 'I want/ don't want stamina/fatigue' thing.

These are my concern about the topic and it'd be nice to hear your opinions.

We need walking or run buttom. Otherwise, you'll end up running whenever you press direction keys and got tired unnecessarily. like many game, you need a key to run, or walk, to save up stamina. Another solution to this being making up speed controlling system. Sprinter Cell games have these system to controll your movement speed (using mouse wheel).

What activity tires you in what degree. Wading river, swinging sword, jumping or even being hit by enemy would somehow affect fatigue or stamina. Also how fast you can recover is important thing.

What happened when you're tired. It seems obvious but many games choose different way. you'll just get slow but still fighting efficiently, or you'll reach the point where you can move no more and can't even lift your finger, for example. Some feature, like jumping or running might be disabled when you're tired.

AI. How do you like the Ai to behave? Saving staina to the end, or charging and fighting like explosive? Is it possible to edit these stamina strategy to each troop type?

Or simply go for alternative? For example, you have only limited time when you can run which would be slowly refilled when you're stopping (like nitro or super booster in racing games).
 
Ryuta said:
We need walking or run buttom. Otherwise, you'll end up running whenever you press direction keys and got tired unnecessarily. like many game, you need a key to run, or walk, to save up stamina. Another solution to this being making up speed controlling system. Sprinter Cell games have these system to controll your movement speed (using mouse wheel).
I think the run button would be geed enough. We don't want to overly complicate things.

Ryuta said:
What activity tires you in what degree. Wading river, swinging sword, jumping or even being hit by enemy would somehow affect fatigue or stamina. Also how fast you can recover is important thing.
All well and good. Perhaps endurance should be added in the main statistics to affect your stamina consumption and recovery.

Ryuta said:
What happened when you're tired. It seems obvious but many games choose different way. you'll just get slow but still fighting efficiently, or you'll reach the point where you can move no more and can't even lift your finger, for example. Some feature, like jumping or running might be disabled when you're tired.
Yes, but it shouldn't just affect movement speed. It certainly should also affect your swing speeds and your blocking should be slower when tired.

Ryuta said:
AI. How do you like the Ai to behave? Saving staina to the end, or charging and fighting like explosive? Is it possible to edit these stamina strategy to each troop type?
Hopefully it would be editable. Crazed berserkers would attack you fiercely until they drop while ordinary soldiers would use their stamina more sparingly.

Ryuta said:
Or simply go for alternative? For example, you have only limited time when you can run which would be slowly refilled when you're stopping (like nitro or super booster in racing games).
Nah, it shouldn't be just about running, but your overall fighting ability as stated above.

Additionally, the stamina level you and your troops start battles with should be lower if you haven't rested for a while. This would make resting worthwhile and make long non-stop marching on the world map actually rather risky. It is commonly known that fresh troops fight better than tired ones.

Horses hould also have their own stamina meters, which would make soloing large groups of enemies quite a bit more difficult, as you couldn't just ride circles around them and drop them one by one. Horses sould also have their own endurance levels that would affect this stamina and thus add variety to the different horse breeds.

And of course, the weight of your equipment should also increase stamina consumption as well as that of your horse which is carrying you.
 
Here's mine:

Fatigue bar would in fact consist of 2 related values: momentary and overall.

- actions you make and hits you take substract from momentary value.
- the momentary replenish rate is constant (rather fast).
- the momentary cannot exceed the overall.
- the momentary attracts the overall, the bigger the difference between them the faster the overall drops.

This would accomplish the following:
- if you take a tiresome action not very frequently, impact on your overall fatigue level is rather small.
- if you start swinging back and forth like crazy your overall fatigue level is gonna drop significantly.

Actual values are to be determined empirically.
 
Everything you do should drain stamina to some extent (I like the momentary stamina idea for how much you can do "right now"). I think of almost everything in this game as being like the Total War games, and I think their implementation of morale and stamina was very well done.

It would be interesting to have some troops use stamina at different rates, and have vastly different stamina levels overall. It would make troop selection much more interesting if there were a lot of types to choose from, each one being unique in several ways from the others.
 
Well, I don't know (and don't really care) about the humans stamina and fatigue implimented in game, but here is what I thought of regarding this matter in horses in the game. (Along with other things on how to enhance horses.) Feel free to comment ::smile:
http://forums.taleworlds.com/viewtopic.php?t=4693
 
Nice ideas Volkier.

I have one more thing to ask is, instead of fatigue being lower the performance of the character, it 'increases' the performance. You have a certain length of time (say 20sec) which can be used to increase your performance (more damage, increased attack+movement speed etc). When it was used up, you'll fight as we are fighting.

For example, you press a key (maybe shift?) and while you're pressing it down, your performance is increased by 40%.
 
Couldnt the character have a drop-off in Agility, Athletics and some weapon proficiencies as the battle wears on (restored after battle, like wounds healing)? Im guessing this would be the easiest option to implement (I know SFA about coding).
 
Fatigue, yes.

Bind it to the shift button or something, easy to hold down while pressing movement keys, those who want to be berserkers could simply use CAPS LOCK.

When your fatigue meter runs to 0, you can no longer run. Walking will replenish it slowly, not moving at all will replenish it the fastest.

A system could also be implemented where swinging your weapon also drains fatigue.

I'm a big fan of Morrowind, and they seemed to do a decent job of implementing fatigue, but not making it crippling to the enjoyment of the game. Diablo II also did a good job. Those games could be used as models.
 
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