Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » Snitches + Externalised morale & reputation
Snitches + Externalised morale & reputation[message #329412]
||Tue, 31 December 2013 22:00 |
Every midnight snitches will give you a report about their collegues' opinions. Information includes:
- merc whining about high death rate,
- merc whining about player reputation,
- merc whining about his low morale,
- merc whining about some other merc (unliked, not only hated),
- merc planning to quit (leave without renewing contract, only AIM mercs) next day,
- merc whining about player inactivity,
- merc whining about player owing them money (you can only owe money to MERC mercs).
Information isn't guaranteed. Chance of report depends on snitch's leadership skills, mercs' character traits (sociable/loner), relationships between mercs included, mercs being on the same assignment, etc.
Only mercs in the same sector as snitch will be considered.
Reports are built together from merc's nickname and event description (and eventually second merc's name if merc whines about someone).
Recorded names are from DG, if specific name has no sound file (most of new mercs in JA2), it's subtitle only. Since names are mentioned at the beginning and the end of message and most important part is still played in the middle, it's not very distractive.
List of snitches (trait 22)
All values configurable in Skills_Settings.ini, section [Snitch].
New Morale And Reputation Events
Player inactive - if player doesn't try to make any progress for few (default: 3) days, morale and reputation suffers. Aggressive mercs whine about it sooner, pacifists later.
Bad equipment - mercs were already whining about it, now morale and reputation suffers too.
Firing buddy - when merc gets fired his buddies suffer morale loss, higher if he was fired just after arriving or on bad terms.
Externalised Morale and Reputation Settings
All values of events moved from code to Morale_Settings.ini and Reputation_Settings.ini.
Separate traits limits for IMP and predefined mercs.
MAX_NUMBER_OF_TRAITS = 10
NUMBER_OF_MAJOR_TRAITS_ALLOWED = 5
MAX_NUMBER_OF_TRAITS_FOR_IMP = 3
NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP = 2
Seriously, there's no reason why predefined mercs should have number of traits limited at all.
Files + source diff
Happy New Year!
Re: Snitches + Externalised morale & reputation[message #330407]
||Sat, 08 February 2014 00:12 |
Accessible in town sectors. This assignment has 2 effects.
First, every hour loyalty in town will increase - it's mostly cosmetic effect, loyalty can still be increased way faster by fighting with enemy.
Second effect - snitches will block bad news from reaching this town. Any time town loyalty would be decreased, by say, using mortars to flush out enemies bunkered in local kindergarten, amount of loyalty hit will be reduced. Fun fact: did you know killing fat civilians has less negative effect than killing others? O_o
Propaganda effectiveness is depending on wisdom, leadership and recruiting approach.
Accessible in town sectors. Snitch will try to get from locals information about enemy movements. It has a range of entire country (unlike sending scouts from ACA or radio monitoring), but is way less reliable and will never give an exact amount of enemies. In fact it's even possible enemy will be "detected" in the sector where there are no enemies for some extra paranoia.
Gathering rumours effectiveness is depending on level, leadership and wisdom.
Also Deaf disability decrease effectivenes. Not that it matters much, since none of the snitches happens to be deaf.
Spreading Propaganda and Gathering Rumours assignment can be set from new Snitch menu.
Also special versions of those assignments are available at facilities.
Bar - Gathering Rumours - more effective, but costs money and gives slight chance to get drunk.
ACA Building - Spreading Propaganda - more effective, but limited to one snitch, also ACA building has to be controlled.
Military Headquarters - Spreading Propaganda - increase range of propaganda to entire country(!) instead of one town. Requires some wisdom and leadership to pull off and is less effective than local propaganda.
In plans: use global Propaganda assignment to introduce "Real" Ministry for Arulcan Information Distribution with our snitch as its spokesman, issuing special bulletins on Campaign History website (and getting into unpleasant exchanges with army controlled Ministry for Arulcan Information Distribution).
Undercover Prison Snitch
Snitch can be put in prison to act like another POW and get info from them. It greatly increases his interrogation ability and guard strength, by default x3.0 (on average, as it uses different skills than classic interrogation - friendly approach instead of threaten, etc.).
However, every hour there's a risk that snitch will be exposed. There are different outcomes possible, from snitch escaping unharmed to snitch getting shanked to death, depending on snitch's skills, number of guards and prisoners, etc..
After being exposed (but staying alive) there's a cooldown of 1 day before snitch can try to infiltrate prison again. Also, putting him on interrogation duty immediately exposes him.
Covert Ops and Stealthy increase effectiveness of Undercover Snitch and decrease chances of exposition too. Not that it matters much, since none of the snitches has these traits...
Also note snitch's guard strength is zero, if there are no normal guards present. No, leaving the only merc INSIDE a prison to guard prisoners is not a good idea.
Increased hearing range
+1 day/night. Can stack with Night Ops bonus, not that it matters, as no snitch has this trait.
Any time some merc would get drunk/high/steal from you on his own accord, snitch will prevent it. Instead, merc in question will get slight morale hit.
It isn't foolproof (it would be a sad day when Larry could be completely prevented from relapsing) and depends on snitch's level and leadership.
Note that snitches only prevent others, but still can misbehave themselves. Not that it matters, since no snitch has drug/alcohol abuse in their backgrounds.
Deputy trait also increases effectiveness of preventing, while misbehaving merc being Stealthy decreases it. Not that it matters... oh wait, actually Leon is Squadleader. Yay.
Preventing Misbehaviour and Team Reports can be turned off/on from new Snitch menu, if you recruited 200 mercs and don't want to hear every single complaint or don't care if they get wasted.
Passive Reputation Increase
Keep snitch happy (at least stable morale), and every day he'll advertise your superior leadership skills back home, increasing reputation (+3 by default).
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