Hi All, Just a little topic here (and all my apology for my poor grammar, i'm not natural english talker) So, a topic for an idea against a very irrealistic aspect of the game in my mind : the hysterical player hyperactivity ! More seriously, mostly all infantry player are EVER in move, and it's very logical (i do it too...), it's the best way to advoid aiming and splash dammages, so anyone are perpetualy running and jumping, everywhere all around like if exhaustion doesn't exist. Then against it i was thinking it could be implemanted a third gauge instead of shield and life : Stamina This reserve will going down when player move more harder than normal walking, like running, jumping but croutch walking too (to not advantage any class ) and when the gauge will be depleted : no ather movement except normal walking will be allowed until it will be replenish. Obviously , it will be adapted, this is only an idea and need to be adapted to the game mechanics, but i think it may be introduce a deeper tactical aspect and improve the game imersion ? What do you think about ?
Bad idea. It doesn't fit PS2 gameplay. Besides, we are using infantry that's build up on a nanoscale. We could easily have our intestines removed and replaced with fat tissue's and have superior energy generation in and around our muscles so we don't tire out. Additionally things like lighter but stronger bones by using things like Spidersilk and Graphene/nanotube structures and special ceramics would make the body lighter, stronger and allow muscles to pull off stronger feats (currently all your muscles are well capable of ripping themselves off your bones, but the body is designed that only in true life endangering situations your muscles will actually use anywhere near such power). So we won't tire out and we are much stronger than the average person because you can use the full extent of your muscles.
Unless your stamina dies in like 3-6 crouches, it wouldn't matter all that much; And then it would be ****. Or you are unable to actually run to cover, due to stamina limits.
Clearly, we can easily find some sort of explanation or lore to warrant the soldier tiredness in PS2, that's not the point, but you tell it doesn' fit with the gameplay, could you explain ? It may be adapted, like i said, but anyway , giving a management needing of stamina et force player to ponder "what to do and when to do it" is the target, like to force anyone to not be a latex magic ball all the time
Such as when. What does it add to the game-play? Too minor, and beyond select situations, it might as well not exist. Too major, and the entire game is based around stamina; Or simply not moving. You are to not stand still in PS2. To walk, is basically to die just as easily as being motionless.
In my opinion adding stamina just to cap sprint speed is not an interesting gameplay mechanic and just frustrates players to no purpose. You have to be able to answer questions like what awesome things can I do if I properly manage stamina? What new multiple options are opened up with how to use the stamina? With jump jets having a fully charged pack allows you to get to hard to reach places. Managing the charge lets you hop from place to place more fluidly. With sprinting it's just if you can't sprint you do the same just it's more slow and boring. Anyway the game already has a sort of stamina system. Jump too much and you slow down to a crawl. One thing that probably should have been addressed is movement speed on slopes since if you are looking for the gamey movement speed exploit that's the main one.
PlanetSide Classic had a stamina system but it was only affected by three things - jumping, using Implants (as Stamina was their "energy"), and taking damage. You could only walk when you had no stamina left and you could only recharge stamina by standing still.
I could easily reverse the question and ask how stamina would improve gameplay, rather than detract. But lets do it your way right now: PS2 is about large maps, and even running from the spawn to a nearby fight can take 10-20 seconds. Doesnt sound too much, until you just about double that by forcing everyone to walk in order to preserve their stamina. Also consider the latency system: by slowing down all players it'll be easier to flank enemies and kill them before they can react because they are slower targets upon engaging. Additionally a chokepoint becomes easier to hold. The attackers will have to run the first distance to get out of the killingfield and would then have less stamina left for the rest of the engagement while the defenders are still full stamina. It doesnt fit PS2 game design. I would rather turn it around: add stamina but for an expanded moveset without it affecting the current movement. The Expanded moveset could include things like climbing slopes (not vertical surfaces), dashing (like a miniature charge), dodgemoves (especially helpful if momentum is added against ADAD crouch spam), possibly class-specific things like holding on to a wall for LA's etc. These could all have various stamina drain depending on which class so some are better at various tasks.
Just adding on to this, upon Resuscitation by a medic you also has ZERO stamina. Making it nearly impossible to fight immediately after a revive. You had to take cover and recover at least 25/100 stamina. I don't understand why they removed Stamina, it worked fine and people next to never bunny hopped.
Planetside is a heavily movement-focused game, due to both the gigantic map and the tendency of standing still to turn your head into chunky salsa. I'm not sure what stamina would really add. I spent a fair bit of time sprinting around, trying to figure out where the heck I go to leave a base. If I had to stop for a breather every few seconds (especially if stamina only regenerated when standing still!), I'd get frustrated and just redeploy somewhere else..or just quit the game and go back to something that isn't holding me back from the gameplay!