Awesome, I'm glad you like it. (I was eagerly checking this thread all day waiting for someone to respond.
One question about rounding. If my resilience is 10, and I use a 9-SP skill, do I accumulate any SP-Fatigue? What about if I use a 4-SP skill?
Yes, I'm glad you brought this up because I thought of the same thing. And there's a similar question to answer about HP fatigue. I was going to bring this up if we came to an in agreement on the SP fatigue system I proposed.
Let's assume the following for different scenarios: a character with a resilience of 10 has two skills, one that costs 8 SP to use and one that costs 17 SP to use. We start a new battle and use two skills that result in us winning the battle.
Scenario A: Character uses the 8SP skill twice in a row
Scenario B: Character uses the 8SP skill, then the 17 SP skill
Scenario C: Character uses the 17SP skill twice in a row
Now we have (as I see it) three different options available to us that affect the outcome of these scenarios.
- 1) No fatigue is generated if the skill SP cost is less than the character's resilience
- 2) Partial fatigue is generated even if the SP cost of a skill isn't enough to generate an extra point of fatigue (this partial fatigue is only tracked during battle)
- 3) Partial fatigue is tracked outside of battle, so partial fatigue that remained after winning the first battle is present at the start of the second
Given each of these scenarios, the following is the amount of fatigue (and partial fatigue) generated in our three scenarios is as follows:
1) A = 0 fatigue, B = 1 fatigue, C = 2 fatigue
2) A = 1 fatigue (6 partial fatigue), B = 2 fatigue (5 partial fatigue), C = 3 fatigue (4 partial fatigue)
3) Same as (2), except we have 4 partial fatigue at the start of the next battle
At this time, I feel like I prefer option (1). The reason is because it eliminates any penalty from using low cost skills, and as the character grows in their resilience, more powerful skills will fall into this category. A player gaining fatigue from a level and suddenly being able to use a skill without a fatigue cost where it previously did would feel like a huge growth for that character, I think. It also is a little more consistent for the player because (I'm assuming) when they select a skill in addition to a SP cost, there will be a fatigue cost in the battle UI menu as well. Players might become confused if a skill caused 2 fatigue in previous turns, and suddenly causes 3 the next turn.
This same set of scenarios/options also applies to HP battle fatigue. Just replace resilience with stamina and SP cost with HP damage and you have the same deal. I prefer the same option for HP fatigue as well (and in general would like HP fatigue and SP fatigue to not work differently for this). This also can encourage more defensive plays, because if a player understands that if they block damage to a value less than their stamina attribute, they wouldn't incur any fatigue as a result. Having this sort of option enhances strategy for HP/SP fatigue management, as well as making relatively weaker skills more attractive for a player to use due to not causing any SP fatigue.
EDIT: I was hoping to get strong buy-in from at least one other person regarding the SP design before working on it, but HP fatigue is now fully implemented in the game and I'm itching to do the same for SP. So I'm going to go ahead and get started on this now. We can always make modifications/adjustments along the way if we decide on a different course of action.