The first little bit is something of a series of suggestions in itself, scroll down to the bolded line of text if you’d rather read my reply to the Great Granade
The biggest reason I think I want a fatigue system in is because if one were to be created we could have a toggled run mode.
I.E. press a button and move much faster than you normally do. Should prolly be a percent of your normal speed, that way we could have traits/mutations like:
*Bump up top speed by nudging the percentage higher.
*Reduce fatigue cost for running, should exclude the above mutation; making it a choice between running constantly or being a cheetah.
Certain weapons, martial arts or mutations could have attacks that only trigger when running, such as:
*Trampling smaller creatures as a HUGE mutant
*Charging with a spear
*A literal bullrush for the various types of horns–taking them from the tertiary attack category and plopping them down somewhere special.
*Clotheslines, flying kicks and tackles for martial arts.
*etc
There is a small problem to all this though, that being the lack of a meaningful divide between moving and everything else you can do…so running–unless the devs can figure out a way to section it off–would increase the speed at which you do most things.
I’m actually pretty cool with that though, as we could just call it something like rushing instead and make all actions taken when the mode is active more fatiguing.
All that said I believe Kevin’s post brings up several points that merit a reply. I type at length here so feel free to scroll down to the bulleted list.
Moves = Fatigue wouldn’t due much except, as stated, make you have to pass a few turns. Sure.
But I like the idea of a battery versus a threshold, so long as you never reach a point in which something doesn’t fatigue you at all. In that respect you could pair actions with associated stats to decide how big a hit you take for performing them. This way a big hulking brute with tonnes of strength would find smashing doors and dragging dressers a manageable feat but fall short of a more dexterous survivor when it comes to sprinting/dodging. You could even make installing and using bionics a matter of perception/intelligence as far as associated fatigue goes.
On the aspect of waiting though. Things like drugs, adrenaline ((Both natural from the trait who’s name escapes me at the moment and via injector.)) and the like could act as an on the spot, short-term solution to fatigue; waiting on the other hand would be ideal. From my past thread I think the best part that can be taken away would be snowballing penalties and returns. I.E. you recover more stamina the more turns you pass in a row and the penalties you accrue get worse and worse as fatigue piles on, culminating in working yourself to death ((Via variable torso damage when redlined.))
So, to sum up a sprawling mess of text I think:
*Things should fatigue you based on what stat or stats are needed for the task
*How high your stat is reduces the associated cost for an action is when checked. This should never get to the point in which something nets you zero or positive fatigue.
*Fatigue decreases on its own if you do nothing, faster if you rest and much faster for resting consecutive turns.
*You should be able to reserve a certain amount of stamina that gets expended first, like a stamina battery. Maybe have this tied into CURRENT HEALTH and the rate at which you recover stamina tied to MAX HEALTH.
*Encumbrance, healthiness, thirst, hunger and how tired you are should play a part in recovering stamina.
*Fatigue should never stop you from doing something–just penalize you to varying degrees