(thought about creating a separate topic called "Time in BerserkRL", but decided against it for now)
Having died (no big surpise) once again in BerserkRL I had the following idea: translate turn count into real time count. There's something more touching in "X have survived through 4 hours 32 minutes 15 seconds of hell and killed whopping bunch of 971 ugly creatures" than in a boring "...19942 turns...".
This brings us to several different points. First, of all, "turn" seems like a generally little amount of time, and most probably all of us will agree that striking someone with a sword or making a step barely takes more than one-two seconds. And this means that if and when "Day Count" is implemented, we should either limit "The Night" to 10-20 minutes, or take a liberty of declaring it actually takes *minutes* for hero to swing his tool.
Here come other things I've been thinking of. First of all, I don't know how Kornel is planning to organize "train und restock" system in Day Count\Campaign. Mundane "XP\Gold" system doesn't feel right for Berserk. So I've though that maybe it could work, if the only valuable resource would be time. That's right - in between of battles hero has 6-8 hours, which he can spend to produce bolts, brew dust, train himself or treat his wounds (maybe HP should automatically restore to ~50% each day, or maybe fully, that's worth special consideration). We could even reward hero for quick and efficient disposing of enemies, which can be done in a following way: after fight time (5-10 minutes, maybe +1 each day) is over, monsters spawn no more (and fight is not over until there's only one), and the quicker the level is cleaned, the more time player will get to spend (so it would be unworth to run from enemies all the time). Of course that's not very logical since the difference would be 1-2 minutes, and how the hell does that give or take free hours? This can be explained by hero being on the edge and overstraining himself, so the longer is combat, the more he actually takes to recover (not in Energy\HP sense, which are "short-runned" but in some long-termed way).
Any comments on that?