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Stamina Started by: PhelixTheSphinx on Nov 16, '09 22:04

I propose a change to wack.

Phelix ducks the rotten tomatoes and cabbage.

NOT A HUGE CHANGE!

Gawd hear me out before you stone me!

He glances at Deimne

I SEE YOU!

Anyway. The change I propose is stamina. This would not have an effect on day-to-day wacking. This would really only come into play during the long, drawn out wars where you're on for days at a time.

What this would do is, for every shot you take you lose a certain amount of stamina. To make this example simple we'll use nice numbers.

Say you lose 1 stamina for a kill, 2 stamina for a miss and 3 stamina for a wackback.

Now, for every hour you DON'T shoot after taking your last shot, you earn 1 stamina back.

The lower your stamina, the less chance you will have of hitting your target.

Any questions? Comments? rotten tomatoes?

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also!

New idea we just came up with.

When you get shot at you have an adrenaline stat that is increased. This would bet he opposite of Stamina. The higher your adrenaline, the better you aim.

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I believe this would be a great idea and it would bring alot more tactic to wars. It would make people more careful about shooting. They would make sure to make their shots count.

Altogether, this would improve wars. The Stamina would as I said up there, make people be more careful with their shots. Also, with the Adrenaline to couteract it, when they are shot at, they would have a better chance of hitting. It is both realistic and makes sense.

Love It!

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Just trying to understand here:

So in the case where two leaders are shooting at each other, back and forth...

Leader A shoots Leader B and misses. Leader A loses 2 stamina and Leader B gains 1 adrenaline.

Scenario 1: Prowacker A shoots Leader A and misses. Leader A gains 1 adrenaline.

Scenario 2: Leader B shoots Leader A before Prowacker A and has a slight boost to his aim due to his increased adrenaline.

So the preferred strategy in this would be to wait and use the advantageous boost to adrenaline to shoot your attacker back?

Also, I'm assuming adrenaline would have a decay rate over time?

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Oh wow nice. I wonder if eventually this will be incorporated into every aspect of the game, such at petties and felonies having an influence and all that jazz.

I really really like the idea actually, that sounds exceptionally imaginative and quite genius if I may say so myself.

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Great idea! It would bring a lot more strategy to wars, and not just lots of wacking. It would make the wars and the game in general better.

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GingerAle:

Your scenarios are not far wrong. Adrenalines decay over time would be equal to Stamina's increase over time. Adrenaline itself is used to counter-balance stamina in the case of close combat situations, such as two people shooting at each other constantly.

Cryptic:

I wouldn't be opposed to adding more stats like this to other aspects of the game, but for now my suggestion sticks to wack and possibly BGwack.

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Lovely idea,it will impose more and deeper strategies at times of war and besides a little change wouldnt hurt right?

He winks at Phelix

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I love the idea I just have a question.

Would the decrease and increase of Stamina and Adrenaline be enough to really change how well people shoot? Or would it take a lot of shooting to see a big difference? I suppose they could edit it to make it so they both have a noticeable effect.

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The idea is that, if you're in a war, shooting on the hour, then over the course of that time you run the risk of missing more often. This will be based on a lot of factors, but if you're shotting targets that you could hit with your eyes closed and both hands tied behind your back pulling the trigger with your pinkey toe, odds are it won't effect you, but if the shot is one that you've got a 50/50 chance on, the stamina/adrenaline team might just kick it in the right or wrong direction for you.

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o0 Stamina & Adreline, nice proposal Phelix

Melody smirks as she takes a rotten tomato, lets her tounge hang out slightly & aims

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Adrenaline **

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I like this proposal a lot.

Some have suggested that it would lead to (already long) wars being made longer, but if a war is tackled in the right way and where a decent HS/assistance of other families/cities is used.. not simply one or two big guns.. then it has far more positives than negatives.

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I'm really not a fan, to be honest. I don't think it adds anything, other than "it makes shooting harder during wars and could draw things out a bit". I'm not saying the idea totally lacks merit- I just don't think it adds much and don't see why there's a pressing need for it.

In conclusion, there is already a "stamina" aspect in war. Which involves caffeine and copious alarm clock usage. If we're going to make shooting more "realistic" by adding a stamina element, then there should also be changes made to the ironclad one shot per hour limit, methinks.

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This would not have an effect on day-to-day wacking. This would really only come into play during the long, drawn out wars where you're on for days at a time.



Sadly, I find myself agreeing with Kates.

I think the idea as proposed COULD be interesting, but why institute a change that will only affect the site once every month or so for only a day at most? Why not somehow expand this idea so it could be used even on a day-to-day wacking basis?

A few further thoughts on this basic idea:

Would this stamina/adrenaline be viewable by either parties? Both parties? Only see your own?

Would these be affected by ranks of shooter or victim or are all shots applied equally?

Will a wackback kill be treated the same as a gun wackback or jail wackback?

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As far as I've seen it, one of the most basic foundations of this game has always been that you should only have a realistic chance of killing someone/taking out a family if you have put more work in than they have.

If stamina/adrenaline affects the 'base' stats to the point of the above not being true just so those with a keen strategic mind can enjoy a benefit they previously couldn't have; then I'm sorry but I have to be 100% against it, no matter how good the idea is on paper (which it is)

However, if it doesn't affect the base stats to a noticeable level, then it's going to be a feature that's largely ignored as those with the impressive guns wouldn't bother holding shots to recover staminaif it isn't going to make a tangible difference.

I really do think it's a good idea,but I think it's a bit of a catch 22 and in my opinion it should only be implemented in a way that makes it worthwhile to use, but not to the level where it impedes the players who have worked harder.

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Random addition: having a drink or some food (posting) in the bar district replenishes stamina.

Awesome nods to himself.

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I believe that we could incorporate this into the site in a larger way then strictly through wacking. True, I originally suggested just wacking, but if we consider that each action you take might use stamina, we could also agree that posting--anywhere, Awesome, not just in the bar district--and I mean posting substantially (a post that would increase the MRSE value of a bar and give you points) should also increase your stamina, as you've taken the time to sit there and do it. This would balance out a the cap of stamina. It would not increase your adrenaline.

I believe this could then be used as a way to get players posting and not just logging on to wack. If used in those terms I think that it would increase the benefits that this suggestions has (and yes, I made this suggestion) above and beyond.

Now to make some replies:

In conclusion, there is already a "stamina" aspect in war. Which involves caffeine and copious alarm clock usage. If we're going to make shooting more "realistic" by adding a stamina element, then there should also be changes made to the ironclad one shot per hour limit, methinks.



Personal stamina does not change the mathematical algorithm that determines if your character will hit or not. Yes, you get tired, but your character doesn't. This means that your character is virtually impervious to any form of wear, barring a bullet to the head. This suggestion is simply a way to express the stamina loss that you already feel in the digital format that is your character. I would not make any changes to the one-shot-per-hour limit, as the way the stamina system is setup you would only really lose stamina if you missed, as after a successful shot you're going to replenish the lost stamina point in the hour it takes you to wait for your shot again. So with a success you're literally breaking even.

I think the idea as proposed COULD be interesting, but why institute a change that will only affect the site once every month or so for only a day at most? Why not somehow expand this idea so it could be used even on a day-to-day wacking basis?



I've read through the replies and I agree. If we could turn this into a change for the day-to-day training of the site, then I agree it would be better. I admit, initially I aimed it at strictly at wars due to the fact that people hate changes to wack. But, if we could ultimately make shooting more realistic and interesting, that's better.

Would this stamina/adrenaline be viewable by either parties? Both parties? Only see your own?



As with all other aspects of the game, I wouldn't have either of the stats viewable. It would simply be something you would need to keep in mind while shooting.

Would these be affected by ranks of shooter or victim or are all shots applied equally?



I've thought this over a bit, and what I have come up with would be to have the stamina boost based on the PERCENT LEFT. Then, with each rank, you would increase how much stamina you have available. This would mean that higher ranks, who have put in more work, have more stamina.

Another idea about that would be to have stamina directly linked to successful kills. This would give the more trained players a better chance during wars. The problem I have with this idea is that you already have less chance of hitting while you've got less kills, so this to me would be like kicking a man while he's down.

Will a wackback kill be treated the same as a gun wackback or jail wackback?



Not trying to sound rude but, if you wackback death, would it really matter the effect on your stamina? As for gun and jail I would have them have the same effect on stamina. Possibly less for jail, since you're stuck in jail for the duration, which would effectively give you time to settle your nerves and boost your stamina.

As far as I've seen it, one of the most basic foundations of this game has always been that you should only have a realistic chance of killing someone/taking out a family if you have put more work in than they have.



This idea is an attempt to rectify something that people have been complaining about since the implementation of Ajax Wack. It is an attempt to bring back some of the art of wacking. The SKILL. If used properly those with the skill to know HOW to wack would have a slight advantage to those that choose to simply shoot anything in sight damn the consequences.

The effects would need to be balanced out so that it would effect enough to make a difference, but not enough to mean that both types of players wouldn't be able to get ahead on this game. I am not a wacker, I never have been, and probabley never will be. That means I have no idea how the effects would play out over time. Do I think this will get used? Yes. I do. Will it be the deciding factor in the next site-wide war? Maybe, maybe not. It is simply another tool in the box for the hitsquads of our world, and I for one would love to see it implemented, even if it doesn't get used to it's full potential.

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Would their be "Stamina" and "Adrenaline" bars decorating our pages and how is this different from "Energy", "Power", etc seen often in other games?

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Not trying to sound rude but, if you wackback death, would it really matter the effect on your stamina?



I wasn't referring to a wackback where the shooter dies, more of a successful kill where a user "wacksback" into jail, but apparently I listed that one twice.

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