You are right, there is no point arguing about starcraft when someone looks up and sees green skys. So firstly getting back to stamina fatigue to stay on point. Here are some of phallas's ideas. I just wanted to show how these things are already punished in the game, and don't need more punishment by stamina reduction (imho):
Loose stamina if
- You swing thin air
(do not make a hit). This would deter people from swinging wildly while ganking someone --- Punished by long recovery times. Miss a swing, someone will move in and strike you before you can recover and block.
- Holding back a weapon in the ready position for more then say 5 secs. ----Punishable by being an easy target for arrows (always arrows in battle) and/or spear /thrust attacks. Running around like this will get you killed generally.
- You receive or make a kick. So its only really worth it if you actually strike the target. -- You are punished/rewarded with the kick landing and the stagger/interrupt that occurs.
- You block a heavy weapon with a lighter one. ---- Penalized with possible crush through, stun (does that happen on side swings like is supposed to?, and inertia loss.
- blocking with a heavy weapon. ---- Hrm, currently no downside here...does it need one? If so, maybe the penalty should be a bit slower in getting into the set guard position then a smaller weapon.
- Horse's at full gallop would loose stamina, and not be able to hold the gallop after its diminished
( The horse's stamina should be tied into the players stamina bar, this can be balanced by giving horseman a larger stamina bar while mounted) --- No penalty for full gallop, but lots of things slow you down. I do not know that I would penalize horses for running around too much and having to wait for them to rest. I do not think it would add much to the game but would instead slow it down. Sort of like adding a bathroom break to the game.
- Horse rearing, being stopped by a wall or other obstacles, damage to the horse should also reduce its stamina bar. ---- Penalty is getting lit up by arrows. Half of my horse shots are on people who have reared and/or stopped. Also, if someone is on foot near you when this happens, your horse and you are most likely going to die, or come out severely damaged.
(heavy 2 handers should be a offensive weapon with limited defensive options, Blocking every single stab and slash form a sword is just strange , this is balanced by the fact that
shield breaks within 1-4 hits , depending on the shield strength,
See swadian shield and by the fact that blocking a heavy weapon with a lighter one would cause your opponent to loose stamina -----Blocking every hit from a fast sword should be MECHANICALLY difficult, meaning the hits come fast, the user is feinting, and you can not keep up. This outcome should be a direct line between your control ability and the opponents. I do believe that heavy weapons should affect lighter ones, but not by making you unable to attack or fight effectively, but perhaps by momentum changes or slowing down your ability to counter attack.
Gain stamina If
- You make a hit, less of a reward when you hit a shield. ---- Rewarded already by interrupting their current action and doing damage.
- When you walk instead of jog, or you stand still. (walking would be a better option in a fight. With quick bursts of maneuvering speed with double tap) ---- Nothing in game currently, but having your movement effect your fighting ability is good also...but not as a stamina boost.
It would also help out stamina regeneration if dodging strikes was more then just getting out of range by back pedaling you could move slight to the right or left to doge a strike. ---- Yes, more movement/dodge options would be good...but not with stam.
So, in summary, how I feel, is that we all sort of want the same things to have to be a consideration. My problem personally with stamina, is that a stam meter does everything it can to stop you from playing the game. I think all of these things mentioned in all the stamina posts should be considerations in your head while playing. But the way to make them work well and fun, would be so that doing these things affected your performance, not by lowering a stam meter.
Anytime that thing is down, you can not play the game. Not only that, by having the extra stam loss/gains, you are making the game more complex and micromanagement intensive. Because now while you are trying to maneuver for a good hit, with lots of stuff going on, you ALSO have to keep tab in your head of the +/- of your stam bar, so perhaps you did get your opponent right where you want him, but oh gee look I just ran out of stam, now I have to back off, so all your hard work on positioning, timing, and blocking has gone down the toilet because the other player decided to be more inactive then you. The stam just adds a double layer to the game.
Flashpoint is a great example too of why stam stinks. It is a very different style game (actually im mad at that game in general but thats another topic ), but think about how much running you do in that game, then, when you finally have sprinted half way across the map, you have to stop and sit for 30 seconds to get your health up, and all you did was get into place. Now, it is not as punishable in that game since generally you skip to a location, hunker down, then pop shots.
In m&b you sprint to a location, then engage in melee. If you add a sprint mode, you have 2 options. 1. Sprint to your location, and do nothing until your stam returns. 2. Walk at a slow speed to arrive with full stam. In either way, have you improved the game options at all? If you get there fast, you are useless, so why be there? If you get there slow, there would have been no reason to have a sprint at all, and just stick with regular walk speeds.
I disagree that the archery fade is stamina, at least in the traditional sense. But yes, the archery is a good example of how to simulate fatigue without using a "stamina system". Global stamina yellow bar thing === bad.. Checks and balances and timing === good (archery).
So really what would work are moves where doing an option, would have a recovery penalty. Like you can't draw the bow for too long and have to fire in a certain window, adds a nice skill component to firing AND dodging arrows. Either way, whatever effects to simulate, they should be incorperated right into the move. A big swing with a long recover, or a long wind up. This becomes part of the game mechanics, not an arbitrary system that would stop you from playing the game.
--------------------------------------------------------------------NON STAM
Some other topics here --- There was talk about immersion. I think m&b does a great job with two of its features, heraldry and custom faces. With these two things, I now recognize players on the battlefield due to their shields and player faces / gender. I find that very immersive, and would love more things like that in game. Already m&b does so many things that make the game a reminder of how real world physics work, having weapon weight and speed bonuses etc. Most of these things are under the hood and unexposed though, which is a shame.
RPS design. --- Hopefully you guys get what it is by now. RPS is used as the example as 3 elements is the least amount of design you need for it to work. Let me lay it out for you (yes I know you know how it works but sometimes the obvious must be explained for comprehension to sit in....see finances

)
I have a game where i can perform the move Rock or the move Scissors.
What happens? Everyone performs Rock. Either you draw, or you win..why ever use Scissors?
Ok, lets add a 3rd move to the game, Paper.
Now, the game got more interesting. The winning conditions for all moves are now equal.
R > S
S > P
P > R
You now have 3 moves to pick from. 1/3 of the time you will lose. 1/3 of the time you will draw. 1/3 of the time you will win.
So now, lets move this over to a m&b example to show that the game already has it, and, to show that RPS does not mean auto win.
I have a 2h, throwing axes, and a shield. So does my opponent.
My opponent approaches with 2h. I take out throwing axes. We know from playing that
Throwing > 2 Hander (at range but we are simplifying )
Opponent takes out shield. I put away axes. If I take out 2h, he will take out throwing axes. The counter to my 2h. If I take out shield, we close and fight at about equal odds.
Now, this is not 100% correct, as distance matters and what not, but you see the design here? Neither is a guaranteed victory, but you do have a strong advantage over the other...with the caveat that the disadvantaged player can correct the disadvantage, or even gain one, by employing another move.
So, ok, now in a more complex design, you might have a move chain like:
a>b>c>d>e>a
Now this doesn't have to be that explicit, you have stuff on there like
A>C or D > B
It can get very complex. The MAIN thing you want to remember is that no one move is overpowering. No one move will give you more win advantages in more situations then another, and even if that was the case, you still have to worry about them busting out their E when you are using A.
That is the heart of a balanced RPS design, and it is at the core of every game you have probably played growing up.
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