So lets start with building hp. Say a level 1 wall has 100 health, level 2 has 200 health and so on.
Once a wall reaches half health a jagged hole appears in it that can not be passed through, but can be shot/looted through.
Players will have 2 types of stamina [Hard] 50 points and (Soft) 100 points
The only way to lose [Hard] stamina is to swing a tool and hit something. //Example: -.5 hard stamina per hit.//
(Soft) stamina is used running and swinging. It regenerates from 0 to 100 in 15 seconds.
Your MAX (Soft) stamina equals 50+[Hard]stamina. // Example: At 0 [Hard] your have a maximum of 50 (Soft).//
Now on to the relations between (Soft) stamina and your damage.
Formula for damage
For this example I will say pickaxe does 4 (base damage).
A players damage <Multiplier> equals: [(Soft)-49]/50 //Example: At 100 (Soft) your multiplier is 1.02. At 50 (Soft) your multiplier is .02.//
A players damage to a building per hit equals: (base damage)<*Multiplier> //Example At 100 (Soft) your deal 4.08 damage per swing. At 50(Soft) you deal .08 damage
Now on to the final piece: [Hard] stamina recovery. Lets say it takes 1 minute to recover a [Hard] stamina point.
What it does
Basically what this algorithm does is force players to go home and rest, and return the next day to go at it on the walls till it is not worthwhile for them to swing anymore.
It prevents a new person from getting on, and swinging at your door day and night till it opens.
Instead they are rewarded for swinging a bit through they day, going of and collecting, then coming back the next day to continue. Also if a player comes up on a person trying to break into a house, the ambusher has the advantage that they can run longer than the tired person breaking in, so the burglar must stand and fight.
I acknowledge that these values are not really balanced and that is ok, they can be tweaked. The point of this post was to introduce the basics of a system that limits the damage a player can do per day. When people go to break into a house, they would come fast, break what they could and leave.
I feel like it kinda functions like a player based decay system. Tell me what you think.