it’s looking promising, toggling run mode was very much the interface I had in mind for controlling speed. in the future we might even want to have an extra few modes, like crawl(stealth)/walk/run/sprint.
I can’t say anything about the particular numbers, I’ll have to playtest a bit too. I can say the intent I had for running was to slightly increase player move rate when running and significantly decrease it when walking, so the player is moving slower than almost all zombies when walking. (crawling zombies should still be slower I think, as should sludge crawlers). On the other hand, we might consider moving some or all of pain’s speed penalty to draining fatigue instead, which would make that balance point of ‘if you get hurt you can’t get away’ a bit more friendly.
As for involuntary actions fatiguing the player, a simple fix is to disable them below some threshold once you’re too tired, ideally you break off combat before that happens, but cessation of blocks/dodges (with messages to that effect) is a clear indication that you need to withdraw.
Making fighting groups of enemies vastly more dangerous is something we very much want to happen, so that’s not a problem.
Running (and walking) while pushing/dragging should factor in the weight of the vehicle, and therefore sap your stamina faster. currently we count vehicle weight as having 1/5 the impact of carried items, that’s a decent starting point.
Creatures will generally be tireless compared to the player, for zombies this is WAI, but maybe for regular animals we should give the option of running them down, IMO that can be handled seperately though.