For the next version I'm planning on putting in additional penalties for severe and extreme exhaustion. They are: Increased Gun Spread + 10%, Attack Damage and Critical Hit Chance -25% for severe, Increased Gun Spread + 25%, Attack Damage and Critical Hit Chance -50%, for extreme.
My reason for this is I believe the current penalties may not be serious enough to prevent players from constantly pushing past their fatigue limits. INT and PER penalties can be cut in half with Mentats or other chems. HP and Head damage is no longer fatal (with a healthy amount of HP) and can be fixed with applying a Stimpak. Even then the rate of damage is quite slow. So I thought maybe affecting combat should make players think about fighting while fatigued.
I
really like these ideas, though I still attest that I believe the INT penalty should be substituted for a STR penalty as this will effect melee damage and carry capacity - I don't really see how the INT penalty really has too terribly much bearing on things (but I may not be fully aware of how things work on the back end of things, but isn't mainly related to getting skill points on level up only). In fact, I would probably be personally willing to use the entirety of the penalty system again myself now that the HP hit isn't immediately fatal and those kind of penalties make far more sense to me for low AP than instantly deadly ones. I would even be inclined to say that those should be spread across more levels and get incrementally worse as you go, but start off with something very small (like a +5%/+15% at the 75-51 slight fatigue range). I would also think having this array of penalties occurring would allow for players to pick and choose when it is best to push for broke or not (much like a person can try to fight through the pain and push on in real life).
Granted, I will mention though, on a balance regard, the penalties currently may be really lite for a vanilla game, but not so much for FWE (depending on how one has their settings). I have chems set more rare than FWE default even, and with all the added new chems, Stims and healing items are a rare luxury in my game (probably more the reason why I felt the penalties were so harsh initially).
Perhaps you could adjust the menu system a little bit in this regard to allow for flavors of penalties. You could have your true version of the mod as the default that loads up automatically with the higher HP hit, though maybe toned down a bit with the new penalties added - would need balance testing, the less HP hit version where it is as it stands now and the HP drain is greatly reduced but stat penalties and other penalties still apply, and possibly an ART specific one where all functions handled by ART are disabled and only your new aspects apply then. If you do go with something like this, though, I would request you still keep in the ability to disable the Encumbrance effects as you have it now since I still feel that is a big personal choice (as I personally feel current game mechanic penalties for encumbrance stand well enough on their own without having to worry about it also draining my AP). But, that is enough on that aspect as I have explained that one as best I can I think and the Encumbrance feature already exists in the menu, so probably don't need to further defend it staying even if you make some adjustments in there.
Also the next version has even more precise AP drain for combat thanks to Belanos' suggestion. It still needs a bit of tweaking since I felt that characters get too tired easily during combat, especially in melee.
Any suggestions? Feel free to chime in.
I look forward to the new combat system, as the way you guys have been discussing it seems to sound really intriguing and dynamic. Anyways, I provided most of my suggestions that I can think of offhand above, so I won't worry about that bit here.
Can't wait for the update, that is all.