Difference between revisions of "부상과 피로 (롱 워 리밸런스)"
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== Fatigue == | == Fatigue == | ||
− | + | 피로한 병사를 미션에 투입 시킬 수 있지만 투입된 피로한 병사는 매 턴마다 일정 확률로 행동력을 잃을 수 있습니다. | |
{| class="wikitable" cellpadding="15" style="text-align:center;" | {| class="wikitable" cellpadding="15" style="text-align:center;" | ||
|+ | |+ | ||
|- | |- | ||
− | ! style="padding: 5px;" | | + | ! style="padding: 5px;" | 상태 |
− | ! | + | ! 효과 |
− | ! | + | ! 확률 (게임 길이에 따라 변동) |
− | ! | + | ! 비고 |
|- | |- | ||
− | || | + | || 피로함 |
− | | style="padding: 0 10px;" | 1 | + | | style="padding: 0 10px;" | 행동력 1 손실 |
− | | style="padding: 0 10px;" | 3% | + | | style="padding: 0 10px;" | 피로 기간*3% |
|| | || | ||
|- | |- | ||
− | | style="padding: 0 15px;" | | + | | style="padding: 0 15px;" | 탈진함 |
− | || 2 | + | || 행동력 2 손실 |
− | || 1% | + | || 피로 기간*1% |
− | | style="padding: 0 10px;" | | + | | style="padding: 0 10px;" | 시야 내에 적이 있거나 확률이 10% 미만이라면 발생하지 않음 |
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Revision as of 07:29, 31 July 2020
Fatigue
피로한 병사를 미션에 투입 시킬 수 있지만 투입된 피로한 병사는 매 턴마다 일정 확률로 행동력을 잃을 수 있습니다.
상태 | 효과 | 확률 (게임 길이에 따라 변동) | 비고 |
---|---|---|---|
피로함 | 행동력 1 손실 | 피로 기간*3% | |
탈진함 | 행동력 2 손실 | 피로 기간*1% | 시야 내에 적이 있거나 확률이 10% 미만이라면 발생하지 않음 |
Accumulating Fatigue
Soldiers become fatigued after each mission. The fatigue will dissipate if the soldiers have time to rest before going on another mission. Fatigue duration scales with the number of turns that passed during the mission.
The Second Wave option Consistent Fatigue (#35) disables fatigue increasing with the number of turns passed and reverts to base fatigue value of 10 days.
Base Fatigue
Event | Fatigue Time |
---|---|
Any Mission | +1 day |
Every Turn on a Mission | +0.5 days* |
* Does not apply to SHIVs
Base Fatigue Modifiers
Ability | Base Fatigue Time |
---|---|
Stay Frosty | -10% |
Special Warfare School | -15% |
Extra Conditioning | -40% |
Commanding Officer | -20% |
Vortex Armor | -50% |
Base Will higher than 30 | -1% per Base Will |
Base Will lower than 30 | +1% per Base Will |
Difficulty (Normal/Classic/Brutal/Impossible) | -30%/-20%/-10%/0% |
Campaign Length (NSL/L/VL/VVL) | +100%/0%/-50%/-66% |
Fatigued Soldiers on Missions
Fatigued soldiers that go on missions will have their pre-mission fatigue added to their new fatigue they gained from the missions (only new fatigue is modified by Base Fatigue Modifiers).
Dealing with Fatigue
Ideally, you should have several teams of soldiers ready at any given point. This means that you can take most missions that the game will throw at you, which can sometimes be three in a row, especially with some abductions and if the Slingshot and Progeny DLCs are activated. Try to spread the experience around, and take advantage of easier missions to rank up low ranked soldiers. The last thing you want is for an important mission to come up and only have raw recruits ready to go.
Once you have researched Meld you can give your soldiers a Meld Injection which will reduce any soldier's fatigue/injury time by 50% for the cost of 50 meld.
SHIVs are excellent at minimizing fatigue as not only do they help bolster your roster but they also receive no extra fatigue for turns spent on a mission.
Injury
Any soldier that takes damage beyond their armor HP and into their base HP receives an injury. Even if this loss of HP is healed, the lowest point will count towards an injury. Injuries will prevent a soldier from deploying in future battle until the injury is recovered from.
Accumulating Injuries
Base Injury
Base Injury time: 60 days x Base HP% Lost
Example: a soldier with 5 base HP and 4 armor HP (9HP total) took 5 damage. This means he lost 1 base HP and all 4 armor HP. His base HP% lost would be 1 of his 5 base HP or 20%. His Base Injury time would then be: 90 days * 20%, or 18 days.
Base Injury Modifiers
Ability | Base Injury Time |
---|---|
SHIVs | -50% |
Advanced Repair | -25% (MECs and SHIVs only) |
Advanced Surgery | -15% (MECs and soldiers only) |
Advanced Bone Marrow | -30% |
Will to Survive | -30% |
Base HP higher than 6/10 (soldier/MEC) | -4% per Base HP |
Base HP lower than 6/10 (soldier/MEC) | +4% per Base HP |
Wolverine Blood (Second Wave option) | -50% |
Difficulty (Normal/Classic/Brutal/Impossible) | -30%/-20%/-10%/0% |
Campaign Length (NSL/L/VL/VVL) | +100%/0%/-50%/-66% |
Fatigued Soldiers who get Injured
All fatigue time is automatically removed and converted to injury time when a soldier becomes injured.
Healing Injuries
The first way is simply by letting time pass. Each in-game hour in the strategy game reduces injury time by an hour.
The second way is once you have researched Meld you can give your soldiers a Meld Injection which will reduce any soldier's fatigue/injury time by 50% for the cost of 50 meld.
Dealing with Injuries
Like dealing with fatigue, you should have several teams of soldiers ready at any given point. Injuries can be further reduced by mitigating damage you take. Sturdy soldiers with Will to Survive, SHIVs, and MECs can all take more shots than most other soldiers before dipping into their base HP and receiving an injury. Heavy armors and small armor items give more leeway for taking damage without becoming injured.
The Field Medic and First Aid perks both reduce the lowest amount of HP all MECs and Soldiers in the squad achieved by 1 HP. Multiple instances of these perks can stack. This means with 2 of these, any soldier that took 2 HP of damage into their base HP would still count as uninjured after the battle.