I'm back with another huge post that nobody bothers to read. I think it would be interesting to have a health and stamina system similar to the one in Life is Feudal.
Dual Health/Stamina BarsBasically, in LiF there are 2 bars for health and stamina: a soft one and a hard one. Each represent 2 scales of health and stamina.
StaminaSoft: The soft stamina bar is the bar that is used whenever the players does an action, whether it is running, thrusting, etc.. It prevents players from sprinting indefinitely or spam attacks. It is refilled by the hard stamina bar when the player is doing nothing or walking (albeit more slowly than when standing still).
Hard: The hard stamina bar is used to refill the soft stamina bar. It has a much greater capacity than the soft bar and it refills slowly over time. It mostly relevant in the long term (like in line battles) and prevents from sprinting, waiting for their stamina to refill and then sprinting again and again (unlike Runescape).
I think any stamina system would be beneficial to the game. The soft stamina bar adds another easy to learn, hard to perfect skill to melee combat, as you need to conserve your stamina and try to tire your enemy out. I remember a big part of Chivalry: Medieval Warfare was dodging attacks and spamming light attacks on shield bearers to tire them out.
The hard stamina bar also adds another layer to leadership. You have to manage your regiment so that they are not too tired when close-quarter combat or the end of the round approaches. If there could be a debuff tied to the hard stamina, say -0.3% speed for every 1% of hard stamina lost, managing your hard stamina would be even more important.
HealthSoft: The soft health bar is the consciousness level. It gets depleted by blunt attacks (rifles butts, cavalry bump, etc..) and injuries such as bleeding. When you are out of soft hp, you are knocked out.
Hard: The hard health bar is your "normal" health bar. It gets depleted by any non-blunt attacks (bayonets, musket shots, etc.. ) and injuries such as bleeding. When you are out of hard hp, you die.

There are many things that could be done with the unconscious vs dead thing. Maybe dying costs more reinforcements than getting knocked out. Maybe if you are unconscious you get knocked down for 5ish seconds and then back up. It's simply more realistic and works well with the injury system.
InjuriesInjuries would be caused by any type of damages and have different debuffs.
Bleeding: Bleeding would cause the soft and hard hp to go down. If it doesn't get treated, the wounded will pass out and die.
Fractures/Wounds: Fractures (or wounds, fractures take some time to heal so wounds might be more realistic) would cause the player to move, attack, etc... more slowly. An untreated member is simply a burden for the party. He slows everyone down, and when it comes to fighting he is more vulnerable.
The injury system would work well with the surgeon class. Instead of simply healing the player directly, he would treat his injuries and allow him to recover more quickly. A surgeon can save your life, help the crew/regiment work at maximum efficiency and shorten the recovery time. Definitely a class that everyone would love to see
