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OXCE Suggestions Abandoned / Re: [ABANDONED] Soldier Fatigue (similar to NuCom Long War)
« on: September 06, 2024, 04:40:23 pm »
Forgive me, I had an idea recently regarding this, though I understand the Mana-system seems pretty well utilized as "Stress"/"Sanity"/"Fatigue" at this point. This is playing on my mind though so I'd thought I'd jot it down...
“Stress” and it's effects seem largely synonymous with "bravery", it's just a middleman really.
Likewise "Fatigue" perhaps it's fair to say is largely a "stamina" effect.
Maybe more active modders can give there takes on this, but would it not be easier just to have the condition of Bravery/Stamina carried onto the campaign-space like health and mana from the mission-space?
i.e. stamina and bravery get a “replenishAfterMission: false” or a "replenishAfterMission 0.8" (so they for a while at a 20% disadvantage from "fresh" infantry)
So bravery and stamina refills to a minimum and then slowly recovers over time or through facilities/abilities.
This feels a lot easier for a player to digest and you get 2 types of fatigue (physical & mental).
Possible con; Player could milk turns to recover Bravery/Stamina, so there would need to be a "max_BraveryRecovery_InBttle" perhaps. Could be harder to balance.
To help communicate trooper-states on the assign menu it could flash between “Wounded” > “Unnerved” > "Tired" > “Transport Craft” > etc (there might be tiers of descriptors like "exhausted" to indicate further grades of severity, or just display the value i.e. "Tired>20").
Whether being unrecovered fully in health, stamina, or bravery prevents that unit from going on mission might be definable, and a useful tool might be a "Performance Modifier" limiting that soldiers other statistics besides health/bravery/stamina (i.e. accuracy and strength) on the condition that this unit was deployed with say 20% less than its maximum health/bravery/stamina.
This way "mana" is now free to fill another gap (spells/food/friends/whatever), and we no longer need a bespoke slot for "Stress" and "Fatigue"
Sorry I will now disappear again -smoke bomb-
“Stress” and it's effects seem largely synonymous with "bravery", it's just a middleman really.
Likewise "Fatigue" perhaps it's fair to say is largely a "stamina" effect.
Maybe more active modders can give there takes on this, but would it not be easier just to have the condition of Bravery/Stamina carried onto the campaign-space like health and mana from the mission-space?
i.e. stamina and bravery get a “replenishAfterMission: false” or a "replenishAfterMission 0.8" (so they for a while at a 20% disadvantage from "fresh" infantry)
So bravery and stamina refills to a minimum and then slowly recovers over time or through facilities/abilities.
This feels a lot easier for a player to digest and you get 2 types of fatigue (physical & mental).
Possible con; Player could milk turns to recover Bravery/Stamina, so there would need to be a "max_BraveryRecovery_InBttle" perhaps. Could be harder to balance.
To help communicate trooper-states on the assign menu it could flash between “Wounded” > “Unnerved” > "Tired" > “Transport Craft” > etc (there might be tiers of descriptors like "exhausted" to indicate further grades of severity, or just display the value i.e. "Tired>20").
Whether being unrecovered fully in health, stamina, or bravery prevents that unit from going on mission might be definable, and a useful tool might be a "Performance Modifier" limiting that soldiers other statistics besides health/bravery/stamina (i.e. accuracy and strength) on the condition that this unit was deployed with say 20% less than its maximum health/bravery/stamina.
This way "mana" is now free to fill another gap (spells/food/friends/whatever), and we no longer need a bespoke slot for "Stress" and "Fatigue"
Sorry I will now disappear again -smoke bomb-