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[CR] Joint torsion ratchet CBM increases stamina drain (toggleable) #27882
Conversation
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I think the reduction in speed/increase in move cost would be a better way to do this, because as it is it just forces you to constantly toggle for it to be useful, which is annoying. |
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I think having a reduction in speed or increased leg encumbrance would force a toggle-off before combat and back on afterwards. |
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should be default, and non related to cbm. moving around (yes even when walking), fighting, all those actions should consume more stamina than it does at the moment in the game. |
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What is the actual power output of this thing in physical units? A very small amount of power could in fact be salvaged "for free" as our bodies have to decelerate our limbs as well, dumping that into power gen might even relieve some strain on our muscles. Not sure on the biomechanics of that second part but electricity-reclaiming electromagnetic brakes are a thing on vehicles. So until we get some quantitative calculations the more important question is: does this CBM need a dedicated nerf, or do we merely need an overall system rework? |
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My understanding of the physics is limited, but I can't see how energy could be got for "free" But I'm not an expert so could very well be wrong! As for needing a nerf - yes I think so, endless power from nowhere is a bit silly. |
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The work our muscles expend to decelerate our limbs is "wasted" in the sense that we are trying to take kinetic energy out of the system. Just like regenerative braking really, instead of wasting it all into friction->heat the joint ratchets could pick it up saving our muscles the effort in the process. If they are "smart" they'll disengage during limb acceleration to avoid the penalties you are trying to add. Of course this kind of "waste energy" harvesting has some pretty stringent limits as far as total power output is concerned so my proposed explanation might be pretty easy to debunk. |
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Studies indicate there's something in the vicinity of ~250 uW (walking) to ~800 uW (running) of energy to harvest "for free", which is many orders of magnitude lower than anything we track. |
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Are they factoring in present-day ethically acceptable harvesting technologies though? Because all I've seen in that regard are wearable gadgets not invasive skeletal surgery. |
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So if there's a super efficient harvester that turns kinetic energy into electrical energy at the maximum theoretical efficiency, you might be generating 1 mW while running. A battery charge is 1 kJ, or 1,000,000 seconds of energy accumulation at 1 mW. So no fatigue cost, but a JTR produces 1 unit of bionic every 277 hours of running. Or more realistically, a JTR puts an actual resistance load on the body on the order of ~ 10W, and a JTR produces 1 bionic charge every 15 turns of movement. But 10W of extra effort is something you're going to feel, though it'd be like going for a walk with a heavy backpack. To produce 1 kJ every 12 seconds, a JTR needs to produce ~80 W. It's entirely reasonable for a person to produce 80W, but that's a moderately physically taxing physical activity like riding a bike on a mild upslope. It's something you're going to feel, and if you're doing anything else that already required physical exertion, it's going to be a lot worse. |
Ouch. Makes the activation costs seem rather ridiculous though, the mini-flamethrower uses twice as much energy as a refillable lighter could possibly yield in-game.
Hmm, backpacks being heavy doesn't seem to be an issue for our character...
Yeah no, the total metabolic intake for a non-strained human equates to only around 120W. That'd be a 50% increase in hunger rate over lounging/casual walking. EDIT: I'd say nerf it to 1 power every 30 turns with no other drawbacks. At 5W that's pushing it a bit on being "unnoticeable" but we have way worse offenders. This would cement it as a passive "trickle charger" for infrequent or low-power bionic usage without causing constant micromanagement or making it completely undesirable for players who plan on ever fighting or running. |
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Jenkins rebuild |
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What does Jenkins not like about the summary line, can't see it. |
Feature, not features |
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Doh, thanks. |
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Jenkins rebuild |
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No it's Features >_< (no it's not clear, even if you do regex) |
Co-Authored-By: davidpwbrown <39344466+davidpwbrown@users.noreply.github.com>
…n/Cataclysm-DDA into joint_torsion_toggle
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So the two options seem to be according to the SCIENCE posted above.. |
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Just a side note : making the JTR "toggelable" will make |
Cant these two options be combined by toggling between them? |
No, the option was
1/30 power/turns was a number @KITbutler arbitrarally suggested. |
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Ok, so we go with current implementation of slightly increased stamina drain. |
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I like the idea of a passive mode at 1-3W which is low enough that you don't really care about but isn't very fast, and a toggled active mode at 10-20 W which isn't as slow but drains fatigue. But I'll defer to dpbw if he wants to implement something that complicated. |
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The check for active or not should be fairly simple for differing drains/power. |
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Yeah having the passive mode still recharge without stamina drain will probably silence a lot of the outcry, and I think solves nearly every problem with stuff like broken cyborgs etc |
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When active : every 8 tiles walked gives 1 power. Stamina drain is increased slightly. |
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I guess you should still stick this CBM to legs, otherwise it is unclear why power isn't generating for activities involving arms, such as fighting or wood chopping. |
Currently when using muscle powered vehicle, it powers up, this includes using the oars on a boat, if it were just legs, and just reference legs, then oar-power wouldn't make sense.... |
No, that would be a regression. Let's just leave arms power generating to another PR. |
Actually there is a very good and simple explanation for the "free" harvesting mode: the energy provided by the muscles is deposited in the target. An axe is stopped completely by the tree it hits, your leg must be stopped by your own muscle power every time you take a step and place your moving foot firmly on the ground. The active generator mode could still harvest at a fairly steep stamina penalty but I'd like to imagine the game simply auto-deactivates it temporarily for convenience the same way we can install CBMs without activating sensory dulling. The heartbeat sound is annoying enough as it is and the in-combat use case is minimal: You'd basically need to be completely surrounded or running away would be preferable, you need strong armour to survive while charging, and you need a bionic which will actually help you out of this mess most of which are high-tier and cost a ton of power (blade, probability travel, teleport, any AoE CC) |
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@Night-Pryanik not sure if I've understood you correctly. |
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@davidpwbrown Remove the leg mention. |
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Thats what I did in the previous commit. so thats good. |
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If I were designing JTR for real I'd make it automatically toggle off when stamina drops to a certain level and turn back on when there's enough stamina to harvest energy. |
* upstream/pr/28084: (88 commits) Fix wet morale cycling clear player morale effects in clear_player (#28045) Adds some money types. (#27963) You lived your life, like a candle in the wind... (#27935) [CR] Joint torsion ratchet CBM increases stamina drain (toggleable) (#27882) Allowed Snowstorms to happen - added snow wet and glare effects ( and fixed test_weather ) (#27870) I didn't make this mod! (#28033) Replaced popup with a message in a sidebar Added a popup after the start describing scenario Added Color manager mention to COLOR.md (#27991) Fix some more mission completion dialog bugs Fix NPC dialog around lying and succeeding mission Update MSX++DeadPeopleEdition 2019-01-31 Update RetroDays - Mouse mutants, mailboxes Update lab_1.json Clear traps in test clear_map helper Fixed cyan color in COLOR.md (#27969) Update gfx/RetroASCIITileset/tile_config.json RetroAscii tileset - cleanup, update, lint Add lab terrain ...
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@paulenka-aleh Makes an extremely good point here, the micromanagement potential of this change is rather painful. |
Summary
SUMMARY: Features "Joint Torsion increases stamina usage when moving."Purpose of change
It was a throwaway suggestion that I saw mentioned, and I liked it, it's one step towards less silly magical CBMs.
The energy has to come from somewhere, and it comes from slightly increased friction when moving legs.
The name of the CBM - joint torsion ratchet - implies this very idea.
Describe the solution
Just this really, walking with it activated will decrease stamina very slowly.
De-activate to return to normal.
Describe alternatives you've considered
A reduction in speed, or leg encumbrance.
The slightly increased stamina drain seemed slightly less onerous.
Additional context
I don't think this will be a popular change. I welcome feedback. I think it is sensible, but nerfing CBMs I know seems to be a very contentious area !