Resources mechanics


Resources
Ability Cooldowns
A cooldown keeps a strong move from being used all the time without making it cost a resource. The player waits, plans and uses it at the right moment.

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Action Points
Action points make a turn a puzzle of choices. The player has a few points and many things to do, so every move, attack or item use has to earn its place.

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Ammo and Reload
Ammo makes shooting a series of small decisions: fire now or save rounds, reload now or risk running dry in the middle of a fight.

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Currency Wallet
A wallet turns effort into choices. The player earns coins, weighs what to buy, and feels the cost of each choice, so shops, rewards and prices all have a number to work with.

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Fuel Gauge
Fuel turns every flight or drive into a trip with a budget. The player plans how far to go, where to refill, and when to push on, so reaching a pump or a pickup feels like a real relief.

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Health and Damage
Health tells the player how much more they can take. It turns every enemy and hazard into a price and gives healing a value.

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Health Regeneration
Self-healing lets the player take a risk, retreat and recover, instead of hunting for medical kits. It rewards stepping out of the fight, and the wait stops it from making every hit free.

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Hunger and Thirst
Hunger and thirst give the world a clock and make food and water worth finding. They push the player to leave safe ground and plan the trip.

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Loot Table
Random rewards with chances you control, so most drops are common, some are rare, and the odds are exact and easy to change.

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Mana Pool
A mana pool makes strong spells a choice about when, not just whether. The player spends in bursts and then has to play without magic while it comes back.

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Oxygen Meter
Oxygen puts a clock on every dive. The player weighs how much farther to swim against how much air is left, so deep water feels risky without a sudden death.

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Stamina System
Stamina makes every action cost something right now, so the player paces themselves and each sprint or dodge becomes a real choice.