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Basically just forget about it the whole system can just be completely bypassed
On the Elephant map, when the bombs go off, my officers don't actually die, and in some cases failing the mission and blowing up improved the mental health of my team members. This I find funny because usually even if I succeed in a mission some of my officers (including my irl self) have crippling mental breakdowns over what they just experienced.
One more thing, why is it that I have to unlock my officer's perks by completing missions, when they have been on the force for a varying amount of years?
I feel like the better way to of encouraged this would've been a sort of economy system which rewarded the player with more funds to buy more equipment the higher grades they got.
In other words, this would be much more thematically appropriate for the narrative rather than the stress system - it feels weird having details point towards to underfunded police department but already having all the equipment and weapons available to you from the get go. The stress system is easily cheese-able and its meaning quickly diminishes once you bypass it.
Now if someone does not like this mechanic , there are mods that disables it .
So everyone gets what they want .
https://www.nexusmods.com/readyornot/mods/3278
I'm just spit balling ideas, just something that explored the nuances related to irl mental health struggles of officers. The current system just feels so hollow, and more like an after thought than anything else. Hell, even the therapist notes aren't even fully completed. The current system feels like its only designed to prevent the player from leveling up all his officers too fast. It only servers to punish the player as the therapy cool down doesnt even count down on failed missions, but the the stress levels do.
Agreed, its a potentially interesting idea spoiled from a poor execution.