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Otherwise you rarely get it if you keep your team healthy and stamina \ will high.
Also removing a negative status effect should only be 5 days in an infirmary.
Nobody got killed, his will is 45 one guy got wounded, but not that one. It was hist first mission after a very long break.
How do I check that? I don't send guys with *tired* status.
Hence I'm asking for a way to get rid of this heavily flawed mechanics. As much as I wouldn't mind it if it was properly executed (so you can't just send the same guy over and over) but not when one mission puts half of my squad out of the game for 20 days
From memory, it's called 'no stinking fatigue' I think.
Still, there should be a mod to remove it somewhere in the workshop. It would surprise me if there wasn't.
You didn't want to and got punished for it, then complain about the punishment.
I definitely prefer the way the expansion does it (and prefer its tiredness system over Long War 2's infiltration).
Even if it was, it doesn't change my argument. Its a patchjob gameplay mechanic put in because they couldn't bother with making something more complex to balance out the strategic layer...such as infiltrations for example.
Honestly I did not like the infiltration system, its a neat mechanic but it made it too easy to just send one soldier and sneak through the whole level. If you infiltrated fast enough there would be maybe 2 or 3 pods on a map which you could avoid, clear objective and bug out.
The will system added with WoTC is actually a new take on what Long War did in the first game, but it is a lot less punishing than fatigue in Long War was. (in that version, taking a fatigued soldier into combat would give them a very long wound timer, completely removing that soldier from the roster for over a month even if he doesnt get scratched)
And I have sent in lone agents on missions before. It can get quite problematic unless you move in a rather specific way, even with a stealth shinobi. If you get discovered by a pod, you've pretty much lost unless you've invested in pistol AWC perks. At no point did it ever feel too easy.
And, with the infiltration mechanic, you effectively have to make multiple squads. Its pretty much a hard requirment that doesn't just half-assed throw in a negative perk instead. And it makes you prioritize smaller stealth squads for some missions, while larger squads for more combat oriented stuff. I like the mechanic a lot and I see it as a good solution to the "player using only one squad the whole game" problem.