It's one thing to female dog and moan, but another to try and give useful suggestions, so I've been thinking about a way to solve the problems I've outlined in my O.P. and I have a suggestion I would love feedback on. There are some critical thinkers in this thread that could maybe highlight problems with it, but if we work on it together, we can perfect it and then ask @Roland to fly it up the flag pole and see what the Pimps think.
First, a summary of the current issues:
- The incestuous relationship between stamina, health, food, water, and death penalty is unnecessarily complex and difficult to display in the hud in a way that makes it obvious for people who don't like to read forums.
- With the removal of the wellness system, there is no incentive to spec points into cooking or spend time preparing higher tier food.
- Lots of people have been nagging for a return of LBD (I know this point seems unrelated, but wait for it).
1.) I don't think the system is unnecessarily complex. I do think that for people who have played the game prior to A17, it was a massive change that wasn't easy to digest. My thinking on this comes from people that I play with who played the game rarely before or hadn't played at all. They didn't have nearly so difficult a time adjusting to the system as those of us on the same server who played regularly. I do believe that's important to keep in mind because a HUD redesign is much easier than a complete mechanic overhaul
2.) I mostly agree - bacon and eggs are all you really need though I do find the 'soups' have their uses and convinces as well. They're just not as standout as bacon and eggs.
3.) Full disclosure - I have no issue with LBD as a system concept, but I don't think it's the must have either.
Proposed solution:
MadMole often rails against LBD without a compelling argument, but recently he posted
this which I think is the most articulate he's ever been on the subject. Later in the same thread, he admitted to really enjoying GTA San Andreas, which has an LBD system. You start out skinny, and you have to go to gym to buff out. The key difference is that it also has RBND (regress by not doing) - if you don't go to gym, you lose muscle mass, and if you eat too much you start to get pudgy.
I would be careful here in saying that he has no compelling argument. His reasons for it have been pretty direct and on point about LBD's pitfalls as a system. People may not agree with those reasons or find those reasons to be lacking from their perspective, but having seen the back and forth discussion on LBD on this board, I doubt any die hard fan of that kind of system is going to accept any argument as good enough to convince them otherwise. Just my pennies on that, not an attempt to bring up the great LBD debate again.
On to the rest --- snipping out the pieces I don't have a direct comment on.
By running around and doing combat, you slowly raise your max stamina. Let's say up to 150 points.
What do you mean here by "by running around" specifically? Is it literally just running or does including building, stealthing, gathering, and perhaps crafting? As with any system, the devil here will always be in the details. My first blush thought is that gathering definitely needs to be included along with basic walking. In my group I spend A LOT of time raiding and I don't engage in combat (by combat do you mean melee? Bows? Guns? Will all of those activities, if included, be treated equally?) unless I absolutely have to do so. Another person in my group prefers to gather and build.
By using vehicles or being sedentary, your max stamina slowly shrinks. Let's say down to 25 points.
Depends on how sedentary will be defined (crafting? building? just staying in one spot? Are you including bicycles with the rest of the vehicles?) and the duration before a penalty kicks in (in game hours? days?) The measurement here will be key because vehicles are a great liberator in the game and opens up the world to the characters along with additional storage benefits. If I can't drive around and explore the map (I usually play on the big ones) without losing stamina, I probably won't be a huge fan. It also feels like it's penalizing the player for climbing the tech ladder and being able to craft and use these things that I've spent a lot of time (and points) to gain access to.
The next section I won't have too many (probably) comments on because I do think the success or failure here really depends on duration and definitions.
When you actually start starving or dehydrating (food or water falls to zero), you rapidly take max stamina and max health damage, until it reaches the min cap of 25, and then you rapidly lose the rest of your health points and die.
Overheating and freezing probably need to be accounted for in here as well.
When you re animate, your max health and stamina levels are set to the lowest (25), and you have to work at increasing it again.
Here is what I think might be weakest piece. 25 is not a lot of health and could very easily lock a player into a 'death spiral' which would then only encourage them to stay in their bases, running into a wall while periodically eating and drinking to get their health back up again. This might be the place to work in medical supplies as a way to help them boost health to a more acceptable level. A quick boost back to 75 if they have the med supplies.
Generally:
This system could be a fun thing (perhaps not in 7d2d, perhaps as a mod, perhaps another game) depending on the exact relationships between all of these things.
What exact activities will count as being active? Which ones are sedentary? Will all of them be treated the same in their own category (raising or lowering stamina or health)? Will all of them be treated the same relative to each other (will running be just as effective at raising stamina as driving is at lowering it)?
The other part that will need careful defining is the intent. Is this system going to compliment the slow (relatively speaking) crawl from the stone age to (potentially) some level of dominance over the harsh and unforgiving apocalypse? Is the aim to have characters really struggle at first or to have it more background (important but not a big limiting factor)? The answers to those question will really change the potential tuning.