I've been meaning to reply to this thread for a week now and find I still don't have the time for a full response. So here's a partial one re: stamina. I hope you like text.
I'm okay with reducing sprinting's drain on stamina.
Awesome. How are you going to choose new values? I'd like to be there to test it, if possible.
Well since you asked, I started out by considering these things:
- People are comparing it to the 50% reduction light armour provided in 1.1
- You didn't get that bonus with no armour or battlesuits (and any change I make will affect all humans)
- Having stamina at all is pointless if you never run out of it, and I think it was rare to run out of stamina in 1.1 from sprinting alone
- Jumping now takes half as much stamina as it did in 1.1
- From my experience playing: when I die fighting a goon because of stamina, it's usually only by one or two more dodge's worth of stamina
Given the first four reasons above I wasn't inclined to go lower than 50%, and since STAMINA_SPRINT_TAKE is a small integer ( 8 ) I could only really go with 4, 5, 6, or 7 without rearranging a lot of other things, which I would want a good reason to do. And so given the last reason, I started out by trying to determine how much it would have to be lowered to provide one or two jumps worth of stamina. This is when I realized that, even though you don't begin slowing down until -500 stamina (1000 is the max, -1000 is total blackout), you can't jump or dodge below 0. This lined up sensibly when jumping took 500 stamina, but I don't see a reason why the limit shouldn't be based on the cost of jumping/dodging and the point at which you start slowing down. So that can change to give you the option of jumping/dodging one more time instead of sprinting.
And since I was messing with this, I also wanted to figure out if it's more efficient to walk after sprinting, or to stop entirely before beginning again. Turns out that neither is better than just jogging normally. Now, walking moves you 160 units per second and restores 150 stamina per second, sprinting moves you 384 units per second and takes 80 stamina per second (stamina is "ticked" every 100 milliseconds), and standing still restores 250 stamina per second. If STAMINA_SPRINT_TAKE is lowered to 6 than a cycle of sprinting and walking becomes equivalent to jogging (that is, your average speed over the same length of time is 320 units per second for both). If the stamina restored per second while not moving is raised to 300 then sprinting plus stopping also becomes equivalent to jogging. And it so happens that when STAMINA_SPRINT_TAKE is 6 you can run for the same length of time as when it is 8 and have leftover 375 stamina -- enough for one and a half more jumps or dodges.
So maybe we'll find out after playtesting that it should still be lower (this isn't the time for drastic changes), but for the next GPP phase I'm considering the following:
- reduce sprinting's drain on stamina 8 -> 6
- change the stamina threshold for jumping and dodging to the slowing threshold (-500) plus the cost of jumping or dodging (250 for both)
- raise the stamina restoration rate for standing 25 -> 30