Board Thread:Suggestions/@comment-24108228-20150422225212

Current Project
It's that thing that people wanted to nerf jumping with. =Stamina= Stamina is a bar that is extremely reliant on hunger and thirst, and defines your ability to swim, sprint, and jump. It would be placed above hunger and would be white in shade, although would not update to the Stat-Tick like the other bars. It is lost through activities such as swimming, jumping, and sprinting, and restored over time, and faster if the player is standing still or sitting down. Certain foods also improve your stanima.

Why it Should be Added
Currently, the combat system requires a lot of work, and although I'm not going to go through the whole lecture as you've heard it all before, it's too heavy on smithing, utterly unaffected by any other statistic (unless you've used level 7 architecture to make a void door airship that's invunerable, but I'll exclude advantages such as these), and far too nomad friendly. A single mithrilite could easily wipe out a prosperous magma dwelling tribe, as has been described, theorised, and done many times before.

Also, people hate the jump nerf. Heck, the only thing that's more requested than spam-jumping in the comments is saving, and that's mighty impressive considering what else goes on below the description. Although it's important to stop constant spam-jumping, it can't be denied there would be better ways to do so.

To add onto all this, cooking is mostly obsolete to advanced players owing to the existance of these little buggers, being just as effective for much less effort. By providing a way to counter the issues of heavy armour, incentivise getting a food excess (of baked foods), and changing the jump nerf system to only nerf spam-jumping in combat (or for nubs who are trying to climb a mountain without bringing lots of supplies), we are fixing all of these issues.

Stanima
Proper Version= Stanima is a new bar added to the three status bars, and it replaces the swim bar with a pernament stanima bar, which determines your ability to swim, sprint, and jump. It's maximum value is determined by your Nutritional Value, which replaces the swim skill with a new value which goes up and down depending on the types of food you eat. It begins at 50, and using the formula below: N = Nutritional Value 250 - N = Time Taken to Deteriorate (seconds) It determines how long it will take for you to lose a single Nutritional Value point. Early on it takes around three minutes for the value to go down, meaning any paradise dwelling nub will be able to keep their max stanima at a decent 50 to 75 points, nomads who live solely off meat may manage around 100, fishers could possibly get their way up to 160, and hybrid fishers/farmers who eat nothing but bugsharks and pies might be able to sustain 200+ max stanima without needless wasting of food. It would literally be impossible to have a max stanima above 244, for reasons explained later.

To raise your Nutritional value, you have to repeatedly eat high end foods. No, not in an abusable way that means raiders will simply num down on 500 hunger of venison and have 250 stanima for their big fight, but in a way that requires either preparation, or merely being a good cook and not using meat and berries as your main food source. Every minute, everything you ate in the last minute is tallied up, and the nutritional value of all those foods is put towards your total Nutritional Value, capping at 10 to prevent people from simply eating a ton of pie before they raid to get a temporary stamina boost of 150. Over the course of the minute, your hunger is subtracted according to the formula stated really far above.

Now to get the actual nutritional value isn't a simple process either (nothing's simple when trying to use statistics to determine whether someone's nomadic), you take the base value of that food (for a berry that's one), and you take the soft cap of that food (for a berry that's 50), and for every ten points above the soft cap, the nutritional value provided by that food for the player is reduced by 1. It's easier to understand in forumla form: A = Current Nutritional Value B = Base Nutritional Value of Food C = Soft Cap for That Food B - Floor((A - C)/10) = Nutritional Value

As an example: Current Nutritional Value = 155 Base Nutritional Value of Food = 6 Soft Cap for That Food = 120 B - Floor((A - C)/10) 6 - Floor((155 - 120)/10) 6 - Floor(35/10) 6 - Floor(3.5) 6 - 3 You can do this bit. This means that all foods have a set point after which they become void, although foods will never give negative nutritional value, otherwise absent-mindedly eating the contents of a berry bush could set you back masses of points. Unless I forget, there should be a complete list of all food items and their nutritional values somewhere in this post.

Stanima itself is much simpler. It regenerates at a rate of 3 per second, meaning a completely exhausted player who has the minimum nutrition can fill their bar in 9 seconds, while a maxed stanima player takes almost a minute and a half. Using a tool costs 5 stanima, and using a weapon costs 10. Crossover items like hatchets count as a tool to promote their use (they're underused). If you don't have enough stanima to use your tool, it will ignore it and go ahead anyway, and your stanima will hit 0 (not a negative number). This is so that multi-wielding pickaxes to mine faster isn't harshly punished, but in combat an underfed player might be better off not dual wielding their swords, so they can swim, sprint, and jump to avoid their opponent.

Swimming will drain your stanima at a rate similar to that of what it is now, I have no idea what the figures look like. To compensate for the fact you can now only get up to 4x-5x of the original swimming length, the stanima taken to resurface will become a value instead of percentage, meaning skilled swimmers can actually resurface after running out of energy. To allow for drowning to actually take place, that value has to be 60, however this also means newbies can't swim, so anyone with less than 100 uses the old system, but with recovery at halfway across the bar instead of what seems to be a third. Basically, this means that everything is basically the same for the swimming system until you reach 100 nutritional value, at which point it stops using a % for resurfacing and uses a set value instead, and one that will deal exactly one drowning damage to you before you can resurface.

Sprinting adds 16 to your walkspeed at the cost of 10 stanima per second. Cooks and fishers will be able to sprint for over 24 seconds at a time, which means they can easily escape the underprepared raider. You can also sprint while swimming for the expected effect, however this will also have the expected effect on your stanima and most likely result in you taking a prolonged dip in the water.

Jumping is the simplest of the bunch, taking 10 stanima from you per jump, and not letting you jump if you have less than 10 stanima. Simple! Tl;dr= Stamina is a multi-purpose upgrade to the swim bar. You can sprint now. Stamina gets used up when you sprint, jump, swim or use a tool (in particular combat tools); and is restored when you do nothing, walk, or sit. If your stamina is below 10, you cannot sprint or jump. If it reaches 0 when you're swimming, you sink.

The swimming skill is replaced with nutritional value, which is how high your max stanima is. Good foods like pies and high end fish raise it, meats don't do much, and natural foods such as berries do practically nothing. It slowly deteriorates over time, deteriorating faster as it gets larger.

What This Would Add
Proper Version= With the new features, food is now required in bulk, meaning the consumption of one pie each five minutes is now a sane action, putting the pressure on what used to be the "I can't be bothered to work" job. The well fed tribes who actually explored the cooking skill also get a small perk, running away. Although I'd be surprised if anyone not completely dedicated to the cause of "Running" could get a sprint time longer than 15 seconds, that's still basically equal to 15 seconds of walking away from your attacker while they stand still, just with everyone moving 16 studs quicker. They can finally escape, which eases the pressure on tribes that start as a humble abode on bento but then grow too big to move, and are forever incapable of defending themself against a mithrilite.

Also, armour gets a buff too. With a good sprint time, you can nullify the effect of armour slowing, with interest (about 500%), so tribes can use steel armour more confidently. This means that the defence gap between steel users and mithril users is far smaller (100 health, rather than 350), and potentially two steel users could take out a mithrilite, with a couple minor preparations. This would be REVOLUTIONARY to tribes, who could now defeat a mithrilite without starting a mithril mining mission themselves, and might even single handedly balance tribes vs nomads. Perhaps I'm being optimistic.

Another perk is that this skill could be considered fairly nomad proof. Without a constant supply of pies or good fish (which would require farms or persistant effort), you can't level this beyond about 200, by which point you need to have a massive farm, and even before you get to 200 you'd need to be dedicated. The nomadic players actually have a sizeable disadvantage, which is very good.

Other perks include: Cows and other meats get a nerf. Multi-Wielding is a larger trade-off. General combat just got a lot more interesting. We can counter the jump nerf by working hard! You could jump 24 times in a row now if you're prepared (although you won't in combat, because if you need to escape you'd sprint, jumping wastes your valuable energy). Sprinting is overall useful for the impatient (like me). Tl;dr= Well fed tribes, while not having a combat advantage, can now run away from their attackers, promoting ranged weapons and helping the tribes under attack from mithrilites to escape with their lives. Cooks are better than spawnkilling cows, and overeating is encouraged, so cooks have more to do than hop between rooftops. A stat that can't be power-levelled. This is the first "Skill" that definitively takes over half an hour to reach max (useful) level, even with infinite bugsharks. This rises in the background rather than requires power-levelling. Steel armour and it's friends can be used in combat much more, thanks to sprinting, which also helps tribes a ton, who can't afford mithril armour but also don't want the debuffs of steel armour.

The Table
Thanks to my saturation thread, this can be copy pasted, with the numbers tweaked, so hooray for saturation! The base Nutrtional Value is per portion, so the multi-portion foods are better than they seem on this table.

Poll
And so we reach the end of the thread. This is my first try at using the function to add Tl;Dr versions to my post, and feedback would be appreciated! ("The Tl;Dr should be default", "There should be a semi-detailed version")

As of such, two polls. Hopefully this doesn't consume too much space: Should Stanima Be Added? Yes! Yes, but I disagree with your numbers (Comment!). Yes, but vastly simplified. It should only apply to jumping, and food should be irrelivant (Comment!). No. New Tabber Approach? It's perfect! :D Tl;Dr should be default. There needs to be a middle option, semi-detailed. I hate it, you shouldn't use tabber ever. 