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Make damage knock you out of stamina-stuns
#22
(08-13-2023, 08:51 AM)Flaborized Wrote: a lot of really good stuff

some really good points here!

Unintuitiveness:
I agree that it's somewhat unintuitive as a standalone change, and stamina as a whole could do with some better broadcasting. i'll write a small writeup below on it.

Stuns are still lethal:
Perhaps, I don't think that's necessarily a bad thing. I think this encourages a lot more resourcefulness than just carrying a stun weapon and a lethal weapon. It cracks stuns open to creative uses (if you refuse to use lethals) and can be handled seperately.

'Stun = death', this is okay:
Honestly, this was my take for a long time. My key issue is that I find it's turned stamina into 'old health 2', where you hit 0 and may as well disconnect unless someone helps. Being unconscious isn't fun! Shallow crit was added because old crit is not fun, and I think stamina could be much more interesting than it currently is, with more unlikely comebacks.

Additionally, I think players prefer the idea of security weapons not being best-in-slot for murder. This is at odds with the idea that stamina death = combat loss. To make them non-BiS, they'd have to be much worse at stunning people than traitor weapons are at killing people! Then what would sec do when the traitors start using traitor weapons again?


Quote:Unintuitiveness:
I don't agree that this change *has* to be opaque. I think the barebones idea is unintuitive, but with a bit of work it is a better framework for making sense.

Right now, stamina stuns are like so:
'This players' stamina is somewhere below 0 and regenerating at some speed, you can attack/move/stun/whatever them freely til it's above 0'
- Literally impossible to predict with drugs, status effects etc
- Scales in benefit anywhere between 'you get 1-2 hits' to 'you can hit them infinitely and they cannot do a thing'
- Even if it was telegraphed that it's occurring, it's really hard to know if/when they get up.
- Requires meta knowledge of which weapons keep stamina below 0 best to perma-stun

The alternative i'd want to see:
'This player's stamina went below 0, you get X seconds to do non-damaging actions and get 1 free hit with benefits.'
- This is purely binary, players know exactly what's occurred
- The reward is much more measurable, admittedly with a non-exact timeframe (which could be adjusted)
- Easily telegraphed, and the criteria for removing it is crystal clear
- Both sides can spend the stun time thinking what they might do next


Perhaps stamina knockouts should give your character the ring of stars over their head, and the next hit on a downed player gets some bonus? For example, the game Rumbleverse used an identical stamina system.

Hypothetically, with the current work on environmental effects, you could make it so heavy stamina weapons knock back these stunned players into the environment. Lethal weapons get bonuses to damage/bleed/etc.
As a result, players will get a measurable reward for stunning the opposition. I prefer the idea of two extinguisher staffies smacking each other all around a room, into tables, etc... It's a a lot more dynamic than the current "staffie 2 fell over. beat them as hard as you can til they never get up"
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RE: Make damage knock you out of stamina-stuns - by TDHooligan - 08-13-2023, 10:52 AM

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