# Stamina II: Electric Boogaloo
## Intentions
- Completely overhaul and replace the current stamina damage system from /tg/
### Why?
Current stamina damage is extremely binary:
- Either a player spends 30+ minutes preparing (chems, implants, etc.) and becomes nearly immune,
- Or they get hit once and instantly lose the fight.
### How is this better?
- Introduces a **scaling stamina penalty system** with progressive negative effects (slowdown, jitter, blur, etc.).
- Removes instant hard-stuns from most weapons (classic stun batons, abductor batons, contractor batons, telebatons, energy bows, etc.).
- Gives players time to react, counter, and recover instead of being instantly removed from the fight.
## First Step(Part One): Remove/Replace Batons
### Why remove batons?
- They were designed as a low-skill “anyone can win” tool.
- Guns already control that market of the field
- Batons are overwhelmingly strong with almost no counterplay outside of specific implants, chems, or antag abilities.
- Their mere presence often forces everyone straight to lethals, killing any chance of non-lethal gameplay.
## New Stamina-Based Weapons (More Engaging & Skill-Expressive)
| Weapon | Description |
|-----------------|---------------------------------------------------------------------------------------------|
| **Stun Knife**| Low damage, very high attack speed. Self-defense tool that doubles as a mini-stun weapon. |
| **Stun Glaive** | Armory-only, 2-tile reach, slight slowdown when wielded. Built around defensive combos. |
| **Stun Katana**| Armor-pen focused. Stun mode has long, flashy chaining combos for the coolest fights possible. |
| **Stun Knuckles**| TBA |
| **Stun Cleaver**| Mostly a lethal knife with a tiny bit of stamina damage. Meme/contraband item. |
| **The Holsters** | All of these come with a holster/sheath that recharges them passively, as an extension they do not fit in rechargers or allow cell swaps |
# Part II, stamina overhaul
Overhaul stamina entirely, replacing it with a progressive system of damage-and-effect, instead of a mysterious invisible stat that causes you to slow down, before just getting stunlocked, while also killing the "COD rules" of the 'stamcrit is a 10s down flatout' making it a more dynamic and responsive system to try to counter and fight around
# Part III, the home-stretch
Apply the above to all standard TG weapons, everything from stunprods to ebows, to bluespaceprods, and anything else you can imagine (including rubber bullets / disablers!)
## Long-Term Goals
- Players no longer feel pressured to instantly escalate to lethals because in fear of batons.
- Stamina combat becomes a natural, engaging part of the gameplay loop instead of an “I win or I lose instantly” button.
- Fights feel dynamic, readable, and rewarding for both sides.