I thought of that, but I'm not to fond of that, since all you have to do it beat a dungeon, you would basically get to use it any time, it would be very abuseable, when traveling to the next area.
If I were gonna go with a recharge function, I would make it so it can only be recharged at certain special out of the way places in the game.
I haven't tried saving, but I don't think it could be bypassed that way, as I have a variable that remembers the timer.
I was thinking about adding Dragon Potions to the game(for those that don't know, metal Babbles drop them in DW 2, they're expedable, and allow you to save literally anywhere), but they would either be super, ultra rare drops or a secret hidden crafting recipe, which requires very rare/hard to get items to make). You need to be very careful in making such a item though, because if they are too easy to get, It's just as bad as being allowed to save anywere you want, at any time.
Yes, but a RPG Isnt "just" about the story. If players dont want to be punished, It's very simple, don't rush into things. Know your party's limits, and restock/heal when need be, then return when you're prepared again.
The odds are(unless It's a very small dungeons) if you can mapout, and beat a dungeon on your first expedition through the dungeon, then that's a poorly designed dungeon in general. People are forgetting on this site, that in a RPG, you're suppose to be traveling back to town or whatnot to beginwith for various reasons, you might as well save when you're there. Also it should be noted the 2nd trip to a dungeon, is always considerably easier then the last(you know where to go, you're better equiped, you're a higher lv, ect)
Seriously if the player is so brain dead, they can't learn from their mistakes(thus the reason they keep losing progress over and over again), they deserve what they get.
Um I'm pretty sure the babies on this site would be throwing a fit if I went the Etrian Odyssey route, one save point every 4 complex dungeon floors, yea lol that wouldn't be liked much here either(infact, save points will probally be more common in my game, depending on how complex the floors are in a given dungeon). I just don't want people to beable to save wherever they want.
The Suspend data is a different thing, It's technically not saving in a sense, just another type of pause(perse) feature.
Suspending game features is fine, as It's not abusable, It's basically a glorifies pause system, if you die, you don't start at the place you suspended the game, you go back to the place you actually saved.
Perhaps I'll add a suspended game data option, atleast it will stop people from using the what if X natural disaster happens reasoning for wanting to be allowed to save everywhere.