Difference between revisions of "Injury and Fatigue (LWR)"
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== Fatigue == | == Fatigue == | ||
− | + | === AP Loss === | |
− | + | While fatigued soldiers may still be deployed on missions, they may suffer a loss of APs (Action Points) at the beginning of each their turns. Click on the following to view the effects: [[Other_Abilities_(LWR)#Fatigued_and_Exhausted|Fatigue and Exhaustion]] | |
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=== Accumulating Fatigue === | === 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. SHIVs are not affected by 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. SHIVs are not affected by fatigue. | ||
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==== Base Fatigue==== | ==== Base Fatigue==== | ||
− | + | <div style="max-width:760px"> | |
− | + | '''Base Fatigue Time''': +12 hours of fatigue per turn on a mission | |
− | + | </div> | |
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==== Base Fatigue Modifiers ==== | ==== Base Fatigue Modifiers ==== | ||
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|- | |- | ||
! style="padding: 5px;" | Ability | ! style="padding: 5px;" | Ability | ||
− | ! style="padding: 5px 20px;" | Base Fatigue Time | + | ! style="padding: 5px 20px;" | Base Fatigue Time<br>(Stacks Multiplicatively) |
+ | |- | ||
+ | || '''Long Mission Reduction''' | ||
+ | || -1% per turn (max -50%) | ||
+ | |- | ||
+ | || '''Soldier's Successful Missions'''<br>(NSLW|LW|VLW|ELW) | ||
+ | || +16%|+8%|+4%|+2% per mission | ||
+ | |- | ||
+ | || '''Cybersuit Fatigue (MECs)''' | ||
+ | || +50% | ||
|- | |- | ||
|| '''Stay Frosty''' | || '''Stay Frosty''' | ||
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|- | |- | ||
| style="padding: 0 20px;" | '''Sandhurst''' | | style="padding: 0 20px;" | '''Sandhurst''' | ||
− | || - | + | || -20% |
|- | |- | ||
− | | | + | || '''Aurora Armor/Vortex Armor''' |
− | || - | + | || -35%/-50% |
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|- | |- | ||
− | || ''' | + | || '''Wolverine Blood'''<br>(Second Wave option) |
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|| -50% | || -50% | ||
|- | |- | ||
|| '''Base Will''' higher than 30 | || '''Base Will''' higher than 30 | ||
− | || - | + | || -0.5% per Base Will |
|- | |- | ||
|| '''Base Will''' lower than 30 | || '''Base Will''' lower than 30 | ||
− | || + | + | || +0.5% per Base Will |
|- | |- | ||
− | || '''Difficulty''' ( | + | || '''Difficulty'''<br>(Easy -> Pain) |
− | || - | + | || -20% -> +20% |
|- | |- | ||
− | || '''Campaign Length''' ( | + | || '''Campaign Length'''<br>(NSLW|LW|VLW|ELW) |
− | || | + | || x2|x1|x0.5|x0.25 |
|} | |} | ||
==== Fatigued Soldiers on Missions ==== | ==== Fatigued Soldiers on Missions ==== | ||
− | + | Fatigued soldiers that go on missions will have their '''pre-mission fatigue''' ''increased by 20%'' before adding the '''new fatigue''' they gained from the mission. Note: Only the '''new fatigue''' is modified by Base Fatigue Modifiers. | |
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− | + | Fatigued soldiers with over 60 days of fatigue (modified by campaign length) will have fatigue over 60 days converted into injury time. | |
=== Dealing with Fatigue === | === Dealing with Fatigue === | ||
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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. | 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 ''' | + | Once you have researched '''Xenogenetics''' you can give your soldiers a [[Management_(LWR)#Meld_healing|'''Meld Injection''']]. |
SHIVs are excellent at minimizing fatigue spirals (all soldiers in the barracks with fatigue) as not only do they help bolster your roster but they also receive no fatigue, limiting the overall fatigue accumulation. | SHIVs are excellent at minimizing fatigue spirals (all soldiers in the barracks with fatigue) as not only do they help bolster your roster but they also receive no fatigue, limiting the overall fatigue accumulation. | ||
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== Injury == | == 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 | + | 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. |
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+ | Injuries will prevent a soldier from deploying in future battles until the injury is recovered from. | ||
=== Accumulating Injuries === | === Accumulating Injuries === | ||
==== Base Injury ==== | ==== Base Injury ==== | ||
− | <div style="max-width: | + | <div style="max-width: 450px;"> |
− | '''Base Injury time''': | + | '''Base Injury time''': 10 days + (Base HP% Lost x 60 days) |
</div> | </div> | ||
− | 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: | + | 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: 10 + 20% * 80 days, or 26 days. |
==== Base Injury Modifiers==== | ==== Base Injury Modifiers==== | ||
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! style="padding: 5px;" | Base Injury Time | ! style="padding: 5px;" | Base Injury Time | ||
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− | || '''SHIVs''' | + | || '''Mendability (MECs and SHIVs)''' |
|| -50% | || -50% | ||
|- | |- | ||
|| '''Advanced Repair''' | || '''Advanced Repair''' | ||
− | || - | + | || -35% (MECs and SHIVs only) |
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|| '''Advanced Surgery''' | || '''Advanced Surgery''' | ||
− | | style="padding: 0 15px;" | - | + | | style="padding: 0 15px;" | -35% (Biosoldiers only) |
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|| '''Advanced Bone Marrow''' | || '''Advanced Bone Marrow''' | ||
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|| '''Will to Survive''' | || '''Will to Survive''' | ||
− | || - | + | || -40% |
− | |- | + | |- | style="padding: 0 20px;" |
− | | style="padding: 0 20px;" | '''Base HP''' higher than 6/10 (soldier/MEC) | + | | '''Base HP'''<br>higher than 6/10 (soldier/MEC) |
|| -4% per Base HP | || -4% per Base HP | ||
|- | |- | ||
− | || '''Base HP''' lower than 6/10 (soldier/MEC) | + | || '''Base HP'''<br>lower than 6/10 (soldier/MEC) |
|| +4% per Base HP | || +4% per Base HP | ||
|- | |- | ||
− | || '''Wolverine Blood''' (Second Wave option) | + | || '''Wolverine Blood'''<br>(Second Wave option) |
|| -50% | || -50% | ||
|- | |- | ||
− | || '''Difficulty''' ( | + | || '''Difficulty'''<br>(Easy -> Pain) |
− | || - | + | || -20% -> +20% |
|- | |- | ||
− | || '''Campaign Length''' ( | + | || '''Campaign Length'''<br>(NSLW|LW|VLW|ELW) |
− | || | + | || x2|x1|x0.5|x0.25 |
|} | |} | ||
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=== Dealing with Injuries === | === Dealing with Injuries === | ||
− | Like dealing with fatigue, you should have several teams of | + | Like dealing with fatigue, you should have several teams of units ready at any given point. Injuries can be further reduced by mitigating damage you take. Sturdy units with '''Will to Survive''', SHIVs, and MECs can all take more shots than most 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. |
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− | + | Injuries are reduced by simply letting time pass. Each in-game hour in the strategy game reduces injury time by an hour. Once all injuries are healed the unit's fatigue counter will begin (if they had any fatigue). | |
− | + | Once you have researched '''Xenogenetics''' you can give your units (including SHIVs) a [[Management_(LWR)#Meld_healing|'''Meld Injection''']]. |
Latest revision as of 12:45, 21 December 2023
Fatigue
AP Loss
While fatigued soldiers may still be deployed on missions, they may suffer a loss of APs (Action Points) at the beginning of each their turns. Click on the following to view the effects: Fatigue and Exhaustion
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. SHIVs are not affected by fatigue.
Base Fatigue
Base Fatigue Time: +12 hours of fatigue per turn on a mission
Base Fatigue Modifiers
Ability | Base Fatigue Time (Stacks Multiplicatively) |
---|---|
Long Mission Reduction | -1% per turn (max -50%) |
Soldier's Successful Missions (NSLW|LW|VLW|ELW) |
+16%|+8%|+4%|+2% per mission |
Cybersuit Fatigue (MECs) | +50% |
Stay Frosty | -10% |
Sandhurst | -20% |
Aurora Armor/Vortex Armor | -35%/-50% |
Wolverine Blood (Second Wave option) |
-50% |
Base Will higher than 30 | -0.5% per Base Will |
Base Will lower than 30 | +0.5% per Base Will |
Difficulty (Easy -> Pain) |
-20% -> +20% |
Campaign Length (NSLW|LW|VLW|ELW) |
x2|x1|x0.5|x0.25 |
Fatigued Soldiers on Missions
Fatigued soldiers that go on missions will have their pre-mission fatigue increased by 20% before adding the new fatigue they gained from the mission. Note: Only the new fatigue is modified by Base Fatigue Modifiers.
Fatigued soldiers with over 60 days of fatigue (modified by campaign length) will have fatigue over 60 days converted into injury time.
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 Xenogenetics you can give your soldiers a Meld Injection.
SHIVs are excellent at minimizing fatigue spirals (all soldiers in the barracks with fatigue) as not only do they help bolster your roster but they also receive no fatigue, limiting the overall fatigue accumulation.
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 battles until the injury is recovered from.
Accumulating Injuries
Base Injury
Base Injury time: 10 days + (Base HP% Lost x 60 days)
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: 10 + 20% * 80 days, or 26 days.
Base Injury Modifiers
Ability | Base Injury Time |
---|---|
Mendability (MECs and SHIVs) | -50% |
Advanced Repair | -35% (MECs and SHIVs only) |
Advanced Surgery | -35% (Biosoldiers only) |
Advanced Bone Marrow | -30% |
Will to Survive | -40% |
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 (Easy -> Pain) |
-20% -> +20% |
Campaign Length (NSLW|LW|VLW|ELW) |
x2|x1|x0.5|x0.25 |
Dealing with Injuries
Like dealing with fatigue, you should have several teams of units ready at any given point. Injuries can be further reduced by mitigating damage you take. Sturdy units with Will to Survive, SHIVs, and MECs can all take more shots than most 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.
Injuries are reduced by simply letting time pass. Each in-game hour in the strategy game reduces injury time by an hour. Once all injuries are healed the unit's fatigue counter will begin (if they had any fatigue).
Once you have researched Xenogenetics you can give your units (including SHIVs) a Meld Injection.