ParadiseSS13/Paradise — pull request #64 by Fox-McCloud (2014-12-12 13:11:23+00:00)
Title: Stamina

Stamina Patch

-Implements Stamina, a new damage type

Ok, this definitely needs explanation:

Provided we got back to non-instantaneous stuns for tasers, I thoroughly believe that the Stamina damage type resolves a lot of the problems HalLoss has, but first, an explanation of how it works:

-Stamina damage is tracked from 0 to 100
-Taking stamina damage will make you appear to be hurt, even though you're not taking any real damage
-Stamina damage slows you down based on the same formula as if you had taken actual damage
-Upon taking 100 stamina damage MINUS how much real damage you've already taken, you will collapse on the floor for 5 seconds; this means that if someone has 50 tox/brute/burn/oxy/clone damage, they can only take 50 stamina damage before collapsing, while someone who is at 0 real damage will have to take a full 100 damage before collapsing.
-Effectiveness is IMPOSSIBLE to reduce with painkillers (load up on painkillers all you want, you're still going to get slowed and still going to get stunned)
-Examining yourself will reveal if you're under the effects of Staminaloss (so will a health analyzer)

While this may sound identical to HalLoss--it's not, and I'll explain below why I believe it solves a lot of HalLoss's issues:

-HalLoss is also tracked from 0 to 100
-upon hitting 100 HalLoss, you will be knocked unconscious for 10 seconds
-HalLoss is a part of a mob's total health, therefore it causes slowdown because it lowers your effective health
-HalLoss also causes incredible amounts of pain-a side effect of this is that it ends up slowing you even more because it's effectively double-proccing the s low--once from your total health being lowered and again from the intense amount of pain that it's causing
-HalLoss, by virtue of causes pain can also trigger an additional movement slow by inducing the mob into shock which (not surprisingly) slows movement even more and can (in very rare cases) lead to an additional paralysis time from all the pain
-The end result of a triple-bundle of slows being applied means that taking even very little HalLoss effectively means you're ground to an absolute halt; additionally, even after the stun wears off, you're still in a state where you can barely function because not only does the HalLoss value have to decrease, but your shock levels have to wear off as well (andddd the latter, in particular takes a long time). In an actual scenario, this means that if an officer hits you with a taser even once, then keeps on missing (or runs out of ammo), you're left in a state of incredible weakness for a good 30-60 seconds
-Painkillers greatly reduce and even completely eliminate the effectiveness of HalLoss--no matter how much painkillers are nerfed, you will always---always be able to abuse this.

Functionally, both accomplish similar things, but I feel stamina accomplishes it better and doesn't have the abusiveness of triple-stacked slows behind it, plus it lacks the inherent weakness of HalLoss as well.

If you would like to see HalLoss in action, then I recommend checking out the disabler that you can order form cargo. Alternatively, grab a toy lasergun and put some armor on and have a buddy do the same while you take turns shooting each other. Parapens also come loaded with some of this.

Other Changes:

-Changes the flavortext for clone damage on Health Analyzers and gives a rough idea of how much or how little clone damage someone has.
-Updates rolling on the ground to extinguish yourself; it now has the proper delay before you're extinguished and makes you actually roll on the ground.
-Makes the rejuvinate verb reset HalLoss and StaminaLoss