|
Post by anvil on Aug 22, 2012 18:34:14 GMT -5
I would like to see a status bar, or some indication on the main screen telling me my present fatigue. It's frustrating to suddenly have exhausted pop up out of the blue and all other signs look good.
Also, how do you take care of fatigue (exhausted ). I'm guessing sleeping.
|
|
|
Post by absimiliard on Aug 22, 2012 23:24:53 GMT -5
Crammers work petty well for that too.
|
|
|
Post by scared on Aug 23, 2012 0:23:38 GMT -5
jep. my CKs only sleep, when heat goes up through the roof or they are desparatly damaged. in other cases, crammers do the job quite well (at a price ...).
|
|
|
Post by grävling on Aug 23, 2012 2:22:08 GMT -5
I think the 'fatigue pops out on you' is intentional. If you are keeping yourself awake with crammers -- or stims, even if you only popped them to repair mental health damage -- then when the drugs wear off, you fall over. Is 'when my drugs are going to wear off' something that your computer can keep track of? Or is there a large random factor so it is hard to guess?
|
|
|
Post by Cory Trese on Aug 24, 2012 15:56:57 GMT -5
It is intentional, but I can see the argument there should be some UI indicator that you're starting to feel tired.
Logged as something to investigate in CK-494
|
|
|
Post by anvil on Aug 24, 2012 23:46:05 GMT -5
Interesting, and thanks. Perhaps the UI could show a "true" fatigue level if not using any drugs, and show a modified fatigue level if using drugs.thus, when not using drugs, you are aware of your physical, but whilst on drugs, it is skiewed, or masked by the drug,i and the surprise letdown would come at an unknown time. This would give the CK the option of taking a chance when stressed, yet knowing the" go down" could happen any time.
|
|
|
Post by Cory Trese on Aug 25, 2012 0:08:17 GMT -5
Maybe the detail level is based on difficulty?
|
|
|
Post by grävling on Aug 25, 2012 0:41:18 GMT -5
I don't know about others, but I walk around the NBZ stimmed up more or less all the time. Whenever a roof leak or a terrorist attack puts my MP below 10, I swallow more stims to put me back to 10 or 11. So I don't know -- I think I might be more interested in something that told me 'you last slept at XXX days YYY hours ago, and you have taken A crammers and B stims since that time.' This is assuming that this would tell you something useful -- if how long you stay up is random then of course this wouldn't provide useful info.
The other thing I have wondered is what determines how long you sleep when you rest at a hotel? I think that people who have used a lot of drugs should sleep longer when they finally do rest, but I don't know if that happens. I end up making the call 'should I deliver this package now, and forgo the experience because I am exhausted, or head for the hotel and deliver it first thing tomorrow after I wake up' a lot. It would help if I had a better idea of 'how long am I likely to sleep, when I sleep' than I do. If it is drug use dependent, then knowing how many stims I have popped since my last sleep would be useful.
|
|
|
Post by fallen on Aug 25, 2012 13:25:46 GMT -5
grävling - here are some quick factual answers based on my understanding -- 1. you sleep 12 hours. 2. the amount of time you can stay up before becoming Exhausted is pretty constant, though it takes into account some of your stats. However, its not wildly varied from human to human. 3. the amount of extra time that a drug grants you -is- varied. Each drug has a random scale of the amount of "push turns" it grants, which is determined by the type and quality of the drug.
|
|
|
Post by fallen on Aug 25, 2012 13:26:14 GMT -5
grävling - also, some other drugs (such as Corva Body-Glue) reduce "push turns"
|
|
|
Post by anvil on Aug 25, 2012 14:15:56 GMT -5
grav, look at it this way, if you choose melee as your deal. It has certain strengths and weaknesses. If you use stims etc all you have is the go up, not the go down or letdown that should be. If you see your true fatigue, when not on stims, you now have a reward for not using stims. Along with known weaknesses.
Using stims, you get a real plus. If you are in a stress situation,and have been on stims, and need more, it makes the player choice much more dramatic. The CK will be in one if three positions. 1: know it is a safe bet to use stims, cause of little or no prior use.
2: in that middle area where the letdown could come, or not.
3: without a doubt, you are in the danger zone of Come Down. Lol, knowing it will come, but maby he can off the baddies in time.
Perhaps a good subtle addition to the game if the task bar can easily be added in. The saMe bar would present both the same way, . The player knows his stim usage, and the bar then shows a fatigue level skiewed by the game designer's nefarious formula,
And perhaps this could be a player choice at game start, or by choosing game difficulty
|
|
|
Post by grävling on Aug 25, 2012 16:01:01 GMT -5
I think it would be interesting if, having used lots of drugs to keep exhaustion at Bay, then, when you finally do sleep you sleep longer than somebody with a drug-free lifestyle. There's a payback for being stimmed out so much.
I wasn't objecting to having fatigue levels shown to players, just saying that since I am stimmed up more or less all of the time, I don't think that it will show me anything. Because I never get 'tired' I go from 'crack jaw' or 'stimmed up' directly into exhaustion.
If we changed things so that heavy drug users had to sleep longer when they finally did sleep, then knowing how many drugs you took, so you could predict how much longer than 12 hours will I need to sleep, would also be interesting.
How long does training take? I know that I have headed for a zone in a taxi, arrived exhausted, looked at the package, thought -- ah, you aren't due for another 16 hours -- and then gone to an inn in the same zone. Woke up to my computer telling me that the contract had expired. Grrrr. I think this was because I was training myself, too and didn't take that into account because I don't know how long training takes.
|
|
|
Post by anvil on Aug 25, 2012 22:10:12 GMT -5
I believe I would like to see a stim letdown have a random chance happening in combat, not just relatiely safely during a sleep. So whilst running away, setting up a good hit, you lose a little speed, or when knowing he is in your sights, and you got him,your aim is affected, or setting up for a sucker punch, your timing is a bit off. It would give you some thoughts about stim use.
My personal strategy here is to minimize stim use, unless I really am suddenly in a bad spot, and need a bit of speed, strength etc, so rollplay this way anyway.
|
|
|
Post by grävling on Aug 26, 2012 2:12:51 GMT -5
I already notice if i become exhausted in the middle of a battle because my shooting gets so much poorer. And don't you want the extra 0-2 AP when in battle, anvil?
|
|
|
Post by anvil on Aug 26, 2012 11:17:09 GMT -5
Not sure where the extra AP come from?.
If it already happens then good. I've not noticed that.
With no interface, I have not seen how it affects fatigue levels, but assume it must.
|
|