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Movement speed / Stamina variation based on carry weight


TysonY2

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Would it be at all possible to make a relatively simple mod that modifies movement speed variation based on carry weight? For example, a player carrying 20 lbs/100 lbs can walk/run at 100% speed, while a player at 100 lbs/100 lbs can only walk/run at 50% speed. Stamina regeneration would be affected likewise as well. Yes, I understand there is a system for being over encumbered, but a system that adjusts itself in real time feels to me as a much more realistic system for those "hardcore" players. In essence, no longer looking it as a "you have this much room in your bag" system and instead seeing it as "you can physically carry this much" method. Another interesting concept to me would be the addition of having packs diversely modify the system as well, for example:

 

Lets say on a fresh game with a neutral amount of strength dedicated to S.P.E.C.I.A.L a player has a max carry weight of 100:

 

Represents a player holding relatively no gear aside from the clothes on their back and possibly a weapon or two:

Player Weight : 20/100 - Backpack : No, +0 carry weight - Walk/Run Speed : 100% - Stamina Regeneration Speed : 100% - Stamina Depletion Speed : 100%

Player Weight : 20/125 - Backpack : Yes, +25 carry weight - Walk/Run Speed : 100% - Stamina Regeneration Speed : 100% - Stamina Depletion Speed : 100%

 

Player Weight : 40/100 - Backpack : No, +0 carry weight - Walk/Run Speed : 87% - Stamina Regeneration Speed : 100% - Stamina Depletion Speed : 100%

Player Weight : 40/100 - Backpack : Yes, +25 carry weight - Walk/Run Speed : 87% - Stamina Regeneration Speed : 100% - Stamina Depletion Speed : 100%

Represents a player holding 50% of their carriable weight (using 20% as a 0%. Essential gear still inflicts bearing weight; a player has 80 "pounds" of luxury space aside from that; {100-20=80}. Does not take into account packs):

Player Weight : 60/100 - Backpack : No, +0 carry weight - Walk/Run Speed : 75% - Stamina Regeneration Speed : 75% - Stamina Depletion Speed : 100%

Player Weight : 60/125 - Backpack : Yes, +25 carry weight - Walk/Run Speed : 75% - Stamina Regeneration Speed : 75% - Stamina Depletion Speed : 100%

 

Player Weight : 80/100 - Backpack : No, +0 carry weight - Walk/Run Speed : 62% - Stamina Regeneration Speed : 75% - Stamina Depletion Speed : 100%

Player Weight : 80/125 - Backpack : Yes, +25 carry weight - Walk/Run Speed : 62% - Stamina Regeneration Speed : 75% - Stamina Depletion Speed : 100%

 

Represents a player holding 100% of their carriable weight and is thus over encumbered:

Player Weight : 100/100 - Backpack : No, +0 carry weight - Walk/Run Speed : 50% - Stamina Regeneration Speed : 50% - Stamina Depletion Speed : 125%

Player Weight : 100/125 - Backpack : Yes, +25 carry weight - Walk/Run Speed : 50% - Stamina Regeneration Speed : 50% - Stamina Depletion Speed : 125%

 

Represents a player utilizing a standard backpack vs. one who isn't:

Player Weight : 125/100 - Backpack : No, +0 carry weight - Walk/Run Speed : 25% - Stamina Regeneration Speed : 25% - Stamina Depletion Speed : +150%

Player Weight : 125/125 - Backpack : Yes, +25 carry weight - Walk/Run Speed : 50% - Stamina Regeneration Speed : 50% - Stamina Depletion Speed : +125%

 

Represents a player utilizing a large backpack allowing for 50 more "pounds" than the player would otherwise be able to carry on their person:

Player Weight : 150/100 - Backpack : No, +0 carry weight - Walk/Run Speed : 25% - Stamina Regeneration Speed : 25% - Stamina Depletion Speed : +175%

Player Weight : 150/150 - Backpack : Yes, +50 carry weight - Walk/Run Speed : 50% - Stamina Regeneration Speed : 50% - Stamina Depletion Speed : +150%

 

Essentially, my logic is just because a player CAN, doesn't mean a player SHOULD. Although they can carry 125 "pounds" with a backpack, they are also still physically limited to the constraint of only really being strong enough to carry 100 "pounds". In order to keep backpacks still relevant, they'll serve more of a theoretical "organizational" role, where they will benefit the player in terms of walk/run speed under heavy loads as well how quickly stamina can both regenerate a deplete.

 

Is this possible? And if so, how difficult would it be to implement? Perhaps simple enough for a first timer to accomplish?

 

In the event that this is feasible, it'd be great to add to it's complexity. Adding a separate walk / run / sprint multiplier would be fantastic, where as walk speed isn't effected at all (or very little until extremes), running by say the default multiplier (typically increments of 25% for every 50% of "luxury space" used), and finally sprinting by X2 the default multiplier (so for every 50% of "luxury space" used there is a 50% tax on sprinting speed). Taking it from there, implementing a realistic default walk/run/sprint speed upon the player could also be interesting, where as walking 1 in-game mile could take about 20 minutes and running about 10 with a completely neutral S.P.E.C.I.A.L. Leniency towards agility/strength will obviously affect this, where as strength pertains particularly to carriable weight and agility pertains to default player speed. So for a player with max strength and agility, their default carriable weight may be 150 without a backpack and they can walk a 15 minute in-game 1 mile and a 7 minute run.

 

Not only will this force players to take into consideration what is realistic, but also perhaps force them to adjust gear more often. Having a set of gear set aside for raiding/fighting (Heavy armor, weight focused upon carrying ammunition, weapons and medicine), another outfit for looting (light armor, weight focused on food, supplies, and loot) and others in between. You can usually tell what someone represents fairly quickly by their outfit (heavy armor usually means a considerable foe, while light armor typically means a merchant/ / survivalist) and the same should apply to the player.

Edited by TysonY2
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Maybe it would be easier to adjust movement speed? I'm not sure how it would work trying to adjust action points on the fly so often.

For now I'd be completely satisfied with a system that only affected movement speed; adjusting AP would follow a similar curve as well but would be understandably harder to accomplish. I was thinking a system similar to that of how food/meds/disease adversely can affect AP and implementing a similar system for a weight mechanic. Something visible from the Pipboy would be perfect as well.

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