Air Loss increases fatigue
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- Uruivellas
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- Joined: Wed Apr 30, 2008 5:55 pm
Air Loss increases fatigue
I think that your fatigue should increase by the % of air you are missing. I feel like there should be an incentive to avoid losing any air, not just care about dying from it.
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Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

Re: Air Loss increases fatigue
It's an interesting thought, except...
- It hoses down physical classes, while not really bothering anyone else.
- There are already a couple of water dungeons. You might have to do some pretty fiddly rebalancing to make those work right.
- Really, losing a bit of air *doesn't* slow you down a whole lot, even in the real world, and we're working with a fair amount of abstraction here.
- It hoses down physical classes, while not really bothering anyone else.
- There are already a couple of water dungeons. You might have to do some pretty fiddly rebalancing to make those work right.
- Really, losing a bit of air *doesn't* slow you down a whole lot, even in the real world, and we're working with a fair amount of abstraction here.
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- Uruivellas
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- Joined: Wed Apr 30, 2008 5:55 pm
Re: Air Loss increases fatigue
And mages, too? I thought fatigue affected everything but Equilibrium and Vim.Sirrocco wrote:- It hoses down physical classes, while not really bothering anyone else.
If you're one point of air away from dying, you're definitely going to be slowed down somewhat. And if you're only missing a bit, then this won't be affecting you much, either.Sirrocco wrote:- Really, losing a bit of air *doesn't* slow you down a whole lot, even in the real world, and we're working with a fair amount of abstraction here.
Plus, that's why I think it works well as fatigue - you can power through not having air, but only if you're not already exhausted.
You'd definitely need to think about the impact on underwater dungeons, though.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

Re: Air Loss increases fatigue
Air loss is basically an all or nothing thing as it stands. I think this idea has some merit just on changing that alone.
Re: Air Loss increases fatigue
Considering how some dungeons(Murgol Lair especially) are heavily designed around air loss, and considering how people rarely like to go into dungeons without breathe in water gear to start with, I don't think making those issues straight up worse would be better.
This isn't to say that I'm against the concept entirely, though. Increasing the air gauge, then increasing the downsides for lower air(say, past 50%), would be something I'm okay with(say 50% boost to base, then start getting penalties past half), and Fatigue would be a reasonable penalty(among possibilities). This would decrease the rate of straight up instant death but increase the penalties of water combat overall-which has always been the real risk with water combat, once you understand the forced areas, anyways. But if you're managing combat right, 75 air should still be enough to work with.
This isn't to say that I'm against the concept entirely, though. Increasing the air gauge, then increasing the downsides for lower air(say, past 50%), would be something I'm okay with(say 50% boost to base, then start getting penalties past half), and Fatigue would be a reasonable penalty(among possibilities). This would decrease the rate of straight up instant death but increase the penalties of water combat overall-which has always been the real risk with water combat, once you understand the forced areas, anyways. But if you're managing combat right, 75 air should still be enough to work with.
Re: Air Loss increases fatigue
I don't think the "drowning" mechanic needs to be any more annoying, plus it seems like another obscure mechanic that will make the game unnecessarily hard for new and unknowing players.
Sorry about all the parentheses (sometimes I like to clarify things).
Re: Air Loss increases fatigue
Ah. Misread on my part. I saw "fatigue" and parsed "stamina cost". That actually makes it more plausible. At the same time, this seems like the sort of change that will make the game less enjoyable, rather than more. It's interesting, but I really have to go with bricks here.grayswandir wrote:And mages, too? I thought fatigue affected everything but Equilibrium and Vim.Sirrocco wrote:- It hoses down physical classes, while not really bothering anyone else.
You could make it less opaque by putting some sort of indicator of "current fatigue" or some such on the air indicator, but it would still be an increase in annoyance for... what?
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- Uruivellas
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- Joined: Wed Apr 30, 2008 5:55 pm
Re: Air Loss increases fatigue
Sirrocco wrote:You could make it less opaque by putting some sort of indicator of "current fatigue" or some such on the air indicator, but it would still be an increase in annoyance for... what?
That, basically. I don't like how you can ignore air loss until you are actually in danger of dying. I think being out of breath should actually impair your ability somewhat.edge2054 wrote:Air loss is basically an all or nothing thing as it stands. I think this idea has some merit just on changing that alone.
Plus, I was maybe looking forward to weapon egos that do air damage, maybe a wind spell too.
If the underwater areas are too hard, you can just increase the frequency of bubbles. It wouldn't be too hard to balance, really.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

Re: Air Loss increases fatigue
Air is binary yes, so is health. You are either dead or not 

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