Abandon reason: a different solution was found and implemented using the mana resource concept
Hi all,
I haven't played Long War, ever, but I've heard about Fatigue.
This is my take on how could it work in OXC:
- each soldier has a fatigue-meter (0=empty, 100=full)
- the meter's value rises with various events like missions, turns, hits/wounds, etc.
- and also drops with time (and potentially with other events and factors)
- certain facilities can increase recovery rate too
Once the fatigue-meter hits 100%, the soldier doesn't want to go to a mission for a certain amount of Fatigue Days.
Once recovered, fatigue-meter resets to starting level.
You can still send the soldier on a mission during Fatigue Days, but he may suffer some penalties during the mission:
- for example lowered TUs and stamina
And after the mission, you won't be able to send him to a mission anymore for some time:
- this could be represented by Wound Recovery Days, not to clutter the GUI with a new indicator
Once the recovery days pass, the soldier's fatigue-meter would reset to starting level.
Ruleset-wise:
soldiers:
- type: STR_SOLDIER
fatiguePenalties:
fatigueDays: 12 # +/- 50% (i.e. between 6 and 18), set when fatigue-meter reaches 100%
fatiguePenaltyArmor: STR_FATIGUE_PENALTY_ARMOR # virtual invisible armor, which allows to decrease/increase various stats
startingMoralePenalty: 40
woundRecoveryDays: 8 # flat penalty, set when soldier is sent to a mission during fatigue days
fatigueFactors:
startingLevel: 40
startingLevelAfterFatigueDays: 20
startingLevelAfterWoundRecoveryDays: 60
recoveryPerDay: 5
recoveryPerSuccessfulMonth: 25 # monthlyRating >= 0
penaltyPerFailedMonth: 25 # monthlyRating < 0
penaltyPerTurn: 1
penaltyPerSuccessfulMission: 10
penaltyPerFailedMission: 40
penaltyPerHit: 5
penaltyPerFatalWound: 10
penaltyPerFriendlyCasualty: 5
penaltyPerNeutralCasualty: 1
penaltyPerEnemyCasualty: 4 # btw. you can set value of any penalty/recovery attribute to negative to reverse the effect in your mod
penaltyFactorByRank: [2,1,1,1.5,2,3]
penaltyForVeterans: false # after each mission penalty for as many points as the soldier's total missions (but no more than cap)
penaltyForVeteransCap: 20
penaltyForKillingMachines: false # after each mission penalty for as many points as the soldier's total kills (but no more than cap)
penaltyForKillingMachines: 20
facilities:
- type: STR_WELLNESS_SPA
fatigueRecoveryPerDay: 5 # btw. multiple facilities of same type don't stack
- type: STR_BRAINWASH_FACILITY
fatigueRecoveryPerDay: 10
Comments, ideas, flame-wars and other feedback is welcome.
Meridian