Stamina/Energy and Resting

dktne

Member
I've read a bit throughout the forums so far upon a sort of stamina system and I had a suggestion for how that could work out.

One could be given a certain amount of energy maximum based upon characteristics, food or general nutrition items could slowly replenish energy, with a possible debuff if one speed-eats or over-eats, and one could always find a place to rest to replenish one's energy. This sort of restorable, but safety requiring, energy system will allow for realistic battle changes like exhaustion without being too cumbersome. Camping could be implemented too, in real time with the possibility of an enemy coming upon you, and later remote defense systems could be implemented, like traps or sensors, and those would further compliment one's safety.
 

Valvar

Member
I'm not sure how easy it would be to implement the food system, but I like your idea of camping in real-time. In a singleplayer game this is possible, and would work great with sped-up time. Much like Minecraft...
 

dktne

Member
A food system is a breeze to implement, it'll function so similarly to potions and the dev team has already mentioned they're working on those.
 

BrecMadak

Insider
Camping is an action that i've been really missing from the heydays of Ultima Online: Renaissance being one of my personal loner skill. I'm sure that if devs ever would like to consider of handling this they would not implement it without any risk factor at the cost of being healed/rest.

I fully agree with devs' viewpoint of no risk no fun whatever the topic would be, while we are at it i wanted to say mine. I also can sense that not "all" unwanted problems will have a cure by x item, since i'm against a system where there is a solution for every kind of bad moments. That would break the challenging and cruel world that BM gonna present us, which i feel that way.
 

dktne

Member
Realistically speaking though, one does have the chance of an animal coming upon one during a rest out amongst nature. I don't think it makes any sense to portray characters suddenly immune to attack once they set up a tent lol.
 

Edric

Insider
I have always been an advocate of having food, rest, and even water playing a more important role in an RPG.

I remember WAY back in the day, the old "Quest for Glory" series in which you had to carry food with you because your character could become weak or even die if you did not eat or get sleep.

I like the idea of the need to set up camp, cooking dinner, and getting sleep, and also possibly factoring in food spoilage and sickness from eating spoiled food.
 

dktne

Member
I have always been an advocate of having food, rest, and even water playing a more important role in an RPG.

I remember WAY back in the day, the old "Quest for Glory" series in which you had to carry food with you because your character could become weak or even die if you did not eat or get sleep.

I like the idea of the need to set up camp, cooking dinner, and getting sleep, and also possibly factoring in food spoilage and sickness from eating spoiled food.
Cooking ought to be an entirely optional skill though, as fishing will be, or focusing on battle skills to better hunt animals. That sort of variety and being able to tackle situations as dynamically and creatively as your character allows for will bring so much fun, even when regularly tackling enduring this world's nature and outdoors.
 

Edric

Insider
Cooking ought to be an entirely optional skill though, as fishing will be, or focusing on battle skills to better hunt animals. That sort of variety and being able to tackle situations as dynamically and creatively as your character allows for will bring so much fun, even when regularly tackling enduring this world's nature and outdoors.
Man I like the way you think.

I think that there should be options to purchase food at shops and inns such as smoked or pickled items that last awhile and can sustain you, should you choose not to want to worry too much about such mundane tasks, but that there should be definate benifits to eating a fresh hot meal instead of a handful of nuts and berries. I suppose there would be the benefit to learning to cook and hunt just in the fact that you would not have to take up as inventory space that could be used for more important things.

I could see how such things could become tedious if they were not implimented properly. For instance if days go by fairly quickly, you would be spending too much time constantly worrying about your next meal. However I think it would add to the danger of wandering off into the wilderness, or just traveling from town to town.

You could also factor it in to how effective training is. So if you are well fed and rested, you get a slight bonus to a skill that you are training. I mean everyone knows that your workout is more effective if you are well rested and eating healthy right?
 

dktne

Member
I mean, I like the game looking to illustrate reality. There is so much more depth that comes with knowing that you are learning relative information that can be potentially helpful to your own personal life later on.

Realistically, nuts and dried, concentrated food provide large amounts of energy and growth. Fresh food is especially healing. I'd like to see the effects of food items in the game mirror how things are realistically, and the devs could perhaps even touch upon the dangers and immorality of genetically modifying food too. :)
 

Tony

Insider
I mean, I like the game looking to illustrate reality. There is so much more depth that comes with knowing that you are learning relative information that can be potentially helpful to your own personal life later on.

Realistically, nuts and dried, concentrated food provide large amounts of energy and growth. Fresh food is especially healing. I'd like to see the effects of food items in the game mirror how things are realistically, and the devs could perhaps even touch upon the dangers and immorality of genetically modifying food too. :)
I honestly wouldn't mind if they added a food system or not. Either way it wouldn't make or break the game for me. But one thing I hope they stay away from is "preaching" in their game. It totally would break immersion if they tried to preach in-game how genetically altering food is immoral (or anything else that is subjectively immoral).
 

hredthel

Insider
I like the idea of random encounters during rest periods (<<<Daggerfall) but I think the requisite of food is a downer. If there are additional effects of eating food, but the objective of "nourishment" is not an issue, then the game has it in balance. It will always become some form of repetitive action. I did think the Fallout spin-offs that bethesda shat out did a decent job with dehydration: which was still a game aspect from the original Fallout. I think It ties in with the feature of getting lost (at that point i'd see it as a new and fun challenge).

Pun for thought:
Food and water could be kept in your inventory and automatically ingested by your character, with a warning message when you run low on goodies. That way you don't have the boring, sigh, open up inventory, scroll, scroll, scroll, scroll, click on random food didn'tevenreadtheeffectsofwhatijustate.jpg
aaaaand... You still have an additional and surprising challenge that could really navigate your current adventure.
 

hredthel

Insider
They said they weren't going to bother with food because it gets tedious.
I understood it as: there would be no requirement to manually eat food to sustain you. I'm probably mistaken, but that sounded like the window was open, but just so far. My main point was 'the alchemical properties of eating ingredients' can be a fun feature, without tedious, boring, inventory accessing. I hate games that make you go through budget animations like that.
 

hredthel

Insider
That would be a decent change. I do miss a potion hotbar in all rpg games today. I hope something of the sorts finds its way into SG.
 

BrecMadak

Insider
Madoc mentioned before there will not be a permanent recovery, which i highly support, but rather long term results if you could stay alive by the time. However i should add that i miss 'healing' skill from UO, so since they are fans of the game, maybe they add a lengthened healing skill with added depths; fails, and various results that comes with fails and forth !

It would add lots of dimensions and exciting moments since you will pretty less likely see "guaranteed" moments in this world.
 
For camping, I think it would be great if you just lay in your bed roll or whatever and then time speeds up by a bit while you recover (the smaller things, like your fatigue goes down and minor wounds heal slightly) and then you wake up after clicking the mouse.

However, in order to make sleeping anywhere risky, you have to click the mouse button and then wait about ten seconds in the high speed in order to wake up; this makes it so that if something is sneaking up on you you can not just hop out of sleep, break their skull and then go back to your slumber.

Edit: To spew my opinion on how potions and such should work: I absolutely despise the idea of potions and always have. I have gone so far as to outright refuse to use them when I play tabletop games and such. I don't need an ultra realistic medical system, but magicalhealrippedofflimbswater is annoying and horribly silly for a setting like this.

I don't want to drag myself out of a battle only to pop a potion as if it was liquid candy and then dive into the next fight. I should have to crawl back on my stomach bleeding to my campsite and then bandage my self and only be able to fully get any decent medical treatment at a town surgeon.
 
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