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Donvale

Major
11 Badges
Apr 30, 2018
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I was wondering what current mods were available for doing this.
Basically I am wanting to introduce something like a 1 to 2 day delay for each mech and pilot after each mission to enforce cycling through to other mechs and pilots.
I have seen a few mods, but most are a little overly complex for my tastes, I want it super simple to get the job done, I don't really want any complicated formulas like quirks or Guts modificaions etc...

One the same topic I had an idea how it could be done that might be interesting, I like basically just utilising the inbuilt systems as much as possible.

At the end of every mission you simply apply:
A "Low Spirits" or similar tag to each pilot with a duration of a few days (not sure what other tags are available), if you coupled this to an increase in cost to low spirits morale abilities making it very hard to use morale abilities with them you would hthen ave a decent inbuilt penalty system for using fatigued pilots (while also penalising Low Spirits from other sources a bit more severally).
A few percent (maybe 5%) structure damage to each part of each mech (much like overheat and rounded down to prevent location destruction), not enough to prevent reusing them, but enough that over a few missions you would eventually be forced to repair, this would effectively add in a maintenance repair cost & repair time that would be relative to the size of the mech, something I see as a benefit as well.

Unfortunately although I can code, I'm more a BASH scripter so I just put that out there as an idea for others to use should they feel so inclined.
 
There is a mod called Pilot Fatigue that sort of does that. You can use the pilot after a mission, but they run on reduced stats. I am not sure, but I think after 2 consecutive uses (without the prescribed downtime), they are considered injured (don't quote me on that one, as I may be wrong).

Here is the Nexus page info (the mod is called Pilot Fatigue...it has not been updated to 1.8 yet, but I would say very soon):


Now after every mission your pilots that participated are now fatigued. They are out for the following time (default values used):

  • Time Out = 7 - Guts/2 - Morale threshold
  • Morale threshold: +-1 for +-5 morale from Starting Morale Value, +-2 for +-15 from start
  • 1 point Resolve lost for every 2 days of fatigue, rounded up.
  • Chance to resist a light injury = guts * 10%

Once Fatigued, this pilot can still be used during this period. However, if they are used they will have the possibility of suffering on "Light Injury." This converts their Fatigue time directly to injury time. They have a chance to resist this based upon their Guts Value (10% x Guts Value).
 
Yeah I had a look at that, it looked okay, although I would want to turn most of it off. I am less trying to achieve realism and more a simple effective mech and pilot rotation system (plus I am on a very low power system so wanting to minimise any kind of performance hit).
Might look into it more.
 
The mod keeps your pilots in rotation, and it helps prevent doing '5 missions in 1 day' routine that vanilla allows you. Now if someone could make a complimentary mod that adds in mech wear and tear (as you suggested), it might force us to not only rotate pilots, but also mechs as well (have more use of your mech bay than just a place to show off your war trophy mechs but not use them).

I have used the pilot fatigue mod, and where it becomes very crucial is during the last 2 missions in the campaign, as well as some of the flashpoints, where you have back-to-back missions. If you also incorporate the panic mod, this makes for not only risking fielding pilots who are fatigued, but also pilots who may eject because they have the 'jitters' (if you use the fatigued pilots too soon).

For me, it makes for a more dynamic system, where things such as your hospital facilities, and downtime make good game sense, and helps you look at your pilot barracks as more than a place for prime horse studs, and more like a stable of pilots with strengths and weaknesses, that you have to use wisely as a resource (as it should for a merc company).

Also, with the panic system mod, you can tweak the severity of the downtime issues, as well as duration (you can go from straight 24 hours or more if you wish), and make your hospital facilities more or less important for recovery time.
 
I have been using Panic System for some time, I really like what it adds, although I have never had one of my own pilots eject yet...
I had to tone it down a bit to stop it making things too easy though especially for the last mech standing.
 
(plus I am on a very low power system so wanting to minimise any kind of performance hit).
FWIW, those calculations for how long a pilot is fatigued are so trivial compared to all the other things the game does that it won't make a noticeable difference no matter how low powered your system is.