Board Thread:Suggestions forum/@comment-26553378-20180915144230

Introy thing
An idea that's come up a few times, the ability for the player and certain special NPCs to go into a berserk rage. I would like to bring it up again, not sure why I decided to, but I would like to bring it up again, this time going into somewhat more depth on the topic of how going berserk will actually affect the warrior.

Going Berserk
Going berserk itself is something itself controversial between stories, and even history. The most common explanations are that they either go into an extreme and blinding bloodlust, or that they use drugs, I've typically heard in the form of drink, that are hallucinogenic and narcotic. In the mod, the former is more realistic, but the latter would be better for players to activate.

Bloodlust
The first option is that they go into a bloodlust, this would be cooler and more realistic in the mod (as far as I am aware) for how they go berserk, but wouldn't be terribly convenient for players. When a berserker unit (rarity may increase) is near killing, or starts killing for about 4-5 kills (must include at least 1, probably more enemy kills, your own side dying alone can't send you into a bloodlust, nor can natural occurances such as quagmire) they will enter into a berserk rage (1 potency, 1 minute). As this rage persists, if there are more than 5 units in their agro range every minute it will increase in potency and duration by 1 point and 1 minute. Should this check ever fail they will no longer do checks, and the effect will continue until that duration is through. At the end, "hangover" balancing effects will be given based on the potency that was achieved. With this option, should you stop attacking units/players while there are still units/players within a range of you, the negative effects will hit sooner, and will be worse than had you went through the course of the bloodlust, if there are no players/units within that range for an amount of time, the bloodlust will end early with normal affects

For players this option would be toggleable if they use the shield and title of a berserking faction (or berserker title) (such as dunlendings or uruk-hai). A server-side config file would contain which additional factions this would count for, as well as if player berserking is enabled.

Berserker's Mead
Upon drinking you would get a high potency of nausea, and bloodlust would fade in for 10 seconds, after this the normal effects will sink in for 1 potency/2minutes per potency level (cap at 5pot/10min) berserkers would have 1-3 of these drinks of quality moderate-potent. They would be sold for exorbiant prices from shamans or brewers of berserking factions, or you could brew it yourself, 4 per batch

Should players/NPCs go berserk via bloodlust or berserker's mead? Bloodlust Berserker's Mead

Berserk Rage
The actual effects of going berserk. While berserk you would get "painless", resist 2, speed 2, haste 2 (applying to melee, not mining), strength 2/3, bloodlust, kb resist (50%), etc. these effects would be melded into a single effect which is variable based on the potency of the rage and state of armor.

Restrictive Armor
A balancing effect of berserk rage which also helps you play like an actual berserker. While wearing no armor you get the full speed related buffs of being berserk, however, should you be wearing armor, the restrictive frustration of them could end up causing more harm than good while berserk. If you have fur tier armor speed/haste are neutralized, if you have less than fur tier armor (incomplete set or no protection (desert robes/cap)) you get speed I/haste I. Should you however have armor that is above fur level you will start to get speed debuffs. For every 2 defense points (1 chestplate) above fur level you have you will get 1 tier of slowness/mining fatigue (melee, not mining), and your mouse sensitivity will be dropped by 10% of your current setting. If you are not wearing any plate armor, but are above the first tier of debuffs, you will get 1 tier less of debuffs. (non-plate armor includes mithril, chainmail, leathers, and cloths)

Potency
Potency is something that will be different in a berserk rage than with other potion effects. Each tier above 1 will decrease "effective damages" of painless by 5%, and every 2 stages above first will increase strength by 1.

Painless
Painless is going to be an odd effect. It hides your health/hunger bars, and instead tracks damage taken (after application of armors) in a hidden variable. This variable is passed to the next iteration of painless if painless is overridden, and when painless ends completely it will initiate "berserker hangover" with the damage taken variable passed in. Regeneration is halved during painless, and starvation effects (including the inability to sprint) are removed, screenshake is removed, and hunger used past starvation is tracked as damage. Total damage is tracked separately from "effective damage". Effective damage is tracked at 75% rate of normal damages (may be lessened further by potency), and if this exceeds your health at any point during the rage, you will die. regen will not be reduced when applied to effective damage

Bloodlust
The main downfall of a berserker, bloodlust tinges everything alive red, heavily tints all blocks grey/brown, and applies a red vignette to the screen. Additionally names will not be displayed, and anything spoken by mobs will turn into ", *Garbled yells*" or something similar. All mobs/players would aqcuire random models of factions you are negative with that they are similar in shape to, but the texture would be merely red. This effect also makes it so that any killing of allies that you do won't cause you to lose align, or perhaps only a small amount. sentient mobs will stay away from entities with bloodlust.

"Berserker Hangover"
This is applied when painless ends. you get nausea, slowness, mining fatigue, and the look speed debuff with potency equal to the potency of the rage, and lasting 1 minute. When that minute is over the total damage from painless is administered to the berserker. any healling they would have received from other players or themselves in that time would have been applied directly to dropping total damage.

Conclusion
So... there we go, a rather long suggestion on the implementation of berserking, I have no illusions of this being completely balanced yet, so if you have any suggestions for this feel free to speak out. 