So as not to distract from the discussion on gdscei's sleep mechanic - where I brought this up originally, I thought I'd create a separate thread for this idea.
Currently, people are able to run and sprint to their hearts content; the only impact it has is on aiming. You do run a little slower after a bit, but not a lot. I think it would be a nice addition to have a fatigue system that impacts your ability to continue running, or, if the signs of fatigue are ignored for too long, make you pass out from fatigue.
First, here's how I think it would work:
You would see an energy meter that would constantly go down as you moved. The rate at which you moved, your stance, whether or not your weapon is raised and your blood level would determine how quickly the meter went down. Once the meter was empty, the icon would start flashing - this would mean that your character is on the verge of collapsing from fatigue. Once it's flashing, your running will be slowed to a lethargic jog... not much faster than walking and you won't be able to sprint. Leave it flashing for several minutes and it will go solid white and you will pass out.
I think the order of depletion (fastest to slowest) would be as follows:
Sprinting
Running crouched w/ weapon raised
Running crouched w/ weapon lowered
Running w/ weapon raised
Running w/ weapon lowered
Walking crouched w/ weapon raised
Walking crouched w/ weapon lowered
Rolling
Crawling
Walking upright w/ weapon raised
Walking upright w/ weapon lowered
Standing w/ weapon raised
Standing w/ weapon lowered
Lying prone with a weapon will not lower your energy, but it also will not rejuvenate your energy.
To give a sense of how long it should take to completely deplete energy, I think one should be able to sprint non-stop for 3 km before the icon starts flashing. You should be able to run non-stop with your weapon lowered for 6 km before it starts flashing. You should be able to walk upright non-stop with your weapon lowered for 16 km before it starts flashing. And, you should be able to stand non-stop with your weapon lowered for 8 hours. Of course, people will very rarely be doing only one of these non-stop for the full amount of time, but the effect will be cumulative - if you sprint for 2km, you won't be able to walk as far before the icon starts flashing as you would have if you hadn't done the sprint.
The stances for resting and rejuvenating energy would be (fastest to slowest) would be:
Sitting
Lying prone without a weapon
Crouching w/ weapon lowered
I have these in this order because it take longer to come out of a sitting position and you are more vulnerable than you would be if you were simply lying prone. Greater risk, greater reward. Sitting for two minutes should completely refill the meter. Of course, you don't have to sit for 2 minutes to be able to get the icon to stop flashing... it's like filling a vehicle with gas... the flashing will stop after a few seconds and then you will regenerate your energy at a rate dependent upon your stance.
Passing out will be what happens when you ignore the flashing fatigue icon for more than, say... 5 or six minutes. It doesn't have to be a long time unconscious... maybe 30 seconds, but you will only get the icon to back to flashing when you pass out, you will not regenerate your energy beyond that. So, when you come out of it, you'll get that 5 or six minutes to find cover and rest. A nightmare cutscene was mentioned in the sleeping thread... that could happen here, too... maybe flashes between being slightly aware of what's happening around you (like being eaten if the zombie you aggro'd runs up to your passed out figure).
If someone adminsters an epi-pen to you when your passed out, you will wake up immediately. But you should only be able to receive that once in an hour.
So, here's how this could make gameplay interesting:
First, if people want a really slow rate of fatigue, they will have to walk with their weapon lowered. Since this makes them a bit more vulnerable, they will have to be much more aware of their surroundings.
Second, they the same thing will apply to resting... which will get really interesting in a firefight. Imagine your icon starts flashing while your in combat and you have to duck into a room, crouch and lower your weapon to "catch your breath." Someone comes a second later and you have to raise your weapon, swing around a corner to kill them, so that you can go back to cover and continue to rest for a few more seconds in order to go back out with at least a little energy. It will add to the tension to a firefight.
Third, it will make people think twice before engaging someone. Do they have enough energy to take them?
Fourth, and probably the most interesting... because people will be tiring at different rates, it will make for some fascinating group dynamics... what do you do with the guy who needs to stop? Do you stop and take watch while he rests? Do you leave him behind? What if it happens when you're trying to outrun aggro'd zombies? Do you let him die?
I'm sure there are other elements of gameplay it will affect.
What do you think?
Currently, people are able to run and sprint to their hearts content; the only impact it has is on aiming. You do run a little slower after a bit, but not a lot. I think it would be a nice addition to have a fatigue system that impacts your ability to continue running, or, if the signs of fatigue are ignored for too long, make you pass out from fatigue.
First, here's how I think it would work:
You would see an energy meter that would constantly go down as you moved. The rate at which you moved, your stance, whether or not your weapon is raised and your blood level would determine how quickly the meter went down. Once the meter was empty, the icon would start flashing - this would mean that your character is on the verge of collapsing from fatigue. Once it's flashing, your running will be slowed to a lethargic jog... not much faster than walking and you won't be able to sprint. Leave it flashing for several minutes and it will go solid white and you will pass out.
I think the order of depletion (fastest to slowest) would be as follows:
Sprinting
Running crouched w/ weapon raised
Running crouched w/ weapon lowered
Running w/ weapon raised
Running w/ weapon lowered
Walking crouched w/ weapon raised
Walking crouched w/ weapon lowered
Rolling
Crawling
Walking upright w/ weapon raised
Walking upright w/ weapon lowered
Standing w/ weapon raised
Standing w/ weapon lowered
Lying prone with a weapon will not lower your energy, but it also will not rejuvenate your energy.
To give a sense of how long it should take to completely deplete energy, I think one should be able to sprint non-stop for 3 km before the icon starts flashing. You should be able to run non-stop with your weapon lowered for 6 km before it starts flashing. You should be able to walk upright non-stop with your weapon lowered for 16 km before it starts flashing. And, you should be able to stand non-stop with your weapon lowered for 8 hours. Of course, people will very rarely be doing only one of these non-stop for the full amount of time, but the effect will be cumulative - if you sprint for 2km, you won't be able to walk as far before the icon starts flashing as you would have if you hadn't done the sprint.
The stances for resting and rejuvenating energy would be (fastest to slowest) would be:
Sitting
Lying prone without a weapon
Crouching w/ weapon lowered
I have these in this order because it take longer to come out of a sitting position and you are more vulnerable than you would be if you were simply lying prone. Greater risk, greater reward. Sitting for two minutes should completely refill the meter. Of course, you don't have to sit for 2 minutes to be able to get the icon to stop flashing... it's like filling a vehicle with gas... the flashing will stop after a few seconds and then you will regenerate your energy at a rate dependent upon your stance.
Passing out will be what happens when you ignore the flashing fatigue icon for more than, say... 5 or six minutes. It doesn't have to be a long time unconscious... maybe 30 seconds, but you will only get the icon to back to flashing when you pass out, you will not regenerate your energy beyond that. So, when you come out of it, you'll get that 5 or six minutes to find cover and rest. A nightmare cutscene was mentioned in the sleeping thread... that could happen here, too... maybe flashes between being slightly aware of what's happening around you (like being eaten if the zombie you aggro'd runs up to your passed out figure).
If someone adminsters an epi-pen to you when your passed out, you will wake up immediately. But you should only be able to receive that once in an hour.
So, here's how this could make gameplay interesting:
First, if people want a really slow rate of fatigue, they will have to walk with their weapon lowered. Since this makes them a bit more vulnerable, they will have to be much more aware of their surroundings.
Second, they the same thing will apply to resting... which will get really interesting in a firefight. Imagine your icon starts flashing while your in combat and you have to duck into a room, crouch and lower your weapon to "catch your breath." Someone comes a second later and you have to raise your weapon, swing around a corner to kill them, so that you can go back to cover and continue to rest for a few more seconds in order to go back out with at least a little energy. It will add to the tension to a firefight.
Third, it will make people think twice before engaging someone. Do they have enough energy to take them?
Fourth, and probably the most interesting... because people will be tiring at different rates, it will make for some fascinating group dynamics... what do you do with the guy who needs to stop? Do you stop and take watch while he rests? Do you leave him behind? What if it happens when you're trying to outrun aggro'd zombies? Do you let him die?
I'm sure there are other elements of gameplay it will affect.
What do you think?