Test Instance: Fatigue Part 2 06/29/2009 06:09 AM CDT
Heyo!

Now that folks have had a couple of days of PAFO testing on fatigue in the Test Instance, I'm going to toss out a few specifics. Some of these I have mentioned already in responses to questions and concerns, but they are repeated here for ease of reference.

Important: What follows applies to the Test Instance only.

(1) The fatigue pool is substantially larger. It is primarily determined by stamina, but discipline plays a minor role.

(2) Fatigue recovery is much slower than before, and is based on both stamina and discipline, with stamina being slightly more important.

(3) Fatigue recovery has (currently) four basic speeds of recovery. In order from slowest to fastest -- engaged in combat (last maneuver an attack), defensive posture in combat, out of combat, and resting (sitting, kneeling, prone). In other words, if you are engaged in combat and attacking, recovery will be slowest. If you are just defending yourself in combat, it will be quicker. If you disengage yourself from combat completely it will be faster still, and fastest of all will be sitting, kneeling, or lying outside of combat. (Note: the higher recovery rate for defensive postures does assume that you hold the defensive position at least one recovery pulse. Obviously, the longer you stay in that position, the better the recovery)

(4) Base fatigue costs for weapons is based on three factors -- weapon weight, weapon type (LE, ME, HE, etc), and attack maneuver (slice, jab, etc). The weapon type does not directly add to fatigue, but does serve as a minimum fatigue for that type of weapon. This insures that no matter how much carbon a forger stuffs into a bastard sword, a dagger will be less fatiguing once both fatigue costs are minimized, all else being equally.

(5) Strength and stamina can reduce the fatigue cost associated with weapon weight, but only to the minimum established by the weapon type, as noted above.

(6) Many of the penalties associated with being fatigued in combat will be (but are not yet) reduced to a more reasonable level. The goal is to make fatigue relevant, but not punitive. One such change is already in place in Test -- 0% fatigue is no longer an automatic collapse when you attack. Instead, if you hit 0% fatigue, you will start having problems maintaining balance. If at any point balance drops too low while at 0% fatigue, then and only then will collapsing from fatigue begin to kick in. In short, 0% fatigue will make it substantially more difficult to maintain balance, and you will almost certainly start running into problems if you continue to attack while at 0% fatigue....but it will be possible in a pinch.

- GM Dartenian


If you think you can do a thing or think you can't do a thing, you're right. - Henry Ford
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