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  • ✍️Design Intro
    • Gameplay Summary
    • Art Style
  • 🕹️Basic Game Mechanics
    • 🖥️User Interface
      • Server Hub
      • Server Lobby
        • Edit Character
      • Game
        • Player HUD
        • In-game Settings
        • Inventory
        • Radial Menu
        • Misc. UI Elements
        • Windows
    • 🎮Controls
    • 🔦Field of Vision
    • 🔍Examine
    • 🖐️Interactions
      • Move
      • Activate
      • Access
    • ⏳Rounds
  • 🛰️Environment
    • 🗺️Tilemaps
      • Stations
      • Planets
      • Tile Objects
        • Airlocks
    • ☁️Atmospherics
      • Gas Substances
    • 🧩Connectables
      • Basic Adjacency Connections
      • Advanced Adjacency Connections
      • Window Divider Adjacency Connections
      • Counter Adjacency Connections
      • Directional Adjacency Connections
      • Disposal Adjacency Connections
        • Disposal Furniture Connections
      • Pipe Adjacency Connections
        • Pipe Furniture Connections
      • Transit Tube Adjacency Connections
      • Wire Adjacency Connections
      • Airlock Adjacency Connections
    • 🏗️Construction
      • Construction Recipes
        • Walls / Windows
        • Doors
      • Menu and User Case
      • Propositions and Suggestions
    • 🔓Crew Access
    • ⚡Electricity
      • Power Grid
    • 📞Communication Systems
  • 👫Entities
    • 🎥Roles
      • 📋Crew
        • Nanotrasen
        • Command
        • Security
        • Engineering
        • Medical
        • Science
        • Supply
        • Civilian
        • Silicons
      • Antagonists
        • Primary Antags
        • Secondary Antags
      • Ghosts
    • 🧙‍♂️Characters
      • Player Characters
      • NPCs
    • 🌡️Health
      • Stamina
      • Damage
      • Body Systems
        • Organs
          • Lungs
          • Heart
        • Blood
        • Oxygen
        • Pain
        • Death
        • Body parts volume
      • Healing
        • Surgery
    • ⚔️Combat
      • Combat Mode
        • Help
        • Harm
        • Grab
        • Hold
        • Push
        • Toss and Throw
        • Items
          • Melee
          • Ranged
      • Melee combat
  • 🔦Items
    • 📌Hold Positions
    • 🍕Food
    • 🧰Containers
  • 🎬Actions
    • 🛠️Crafting
      • Makeshift, simple Crafting
      • Advanced Crafting
      • Specialized Crafting
    • ⚗️Chemistry
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  1. Entities
  2. Health

Stamina

The strength to go on.

Stamina system is responsible for managing the player’s ability to run around. It is a single value which initially depends on character’s species and can be modified in the round by doing exercise (or reduced by getting fat, contracting an illness or getting injured). The amount of stamina available is reduced with running, fighting, carrying heavy objects or doing any other physical activity that can make people tired IRL, but is recovered over time to the maximum stamina amount.

Improving stamina is done by doing said physical activity, the max amount of stamina is increasing with every N spent stamina.

Stamina can be recovered quickly in a variety of ways as shown below, ordered from slow to fast recovery.

  • Walking (instead of running)

  • Staying still

  • Sitting

  • Lying

There’s a variety of ways the Max amount of stamina or it’s regeneration speed can be reduced. For example, the Max amount of stamina is reduced by (100-x)/2 where x = health of both lungs, and regeneration of the stamina is reduced by total OXY damage. (all numbers are placeholders, here and below)

For a healthy character stamina should regenerate fast enough to not matter much, and for combating, injured or tired character it can serve as a more flexible cooldown system. At least, that's the idea of how it should be balanced.

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Last updated 1 year ago

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