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77 changes: 52 additions & 25 deletions MekHQ/resources/mekhq/resources/GlossaryEntry.properties
Original file line number Diff line number Diff line change
Expand Up @@ -778,42 +778,69 @@ MISSIONS_AND_CONTRACTS.definition=MekHQ groups scenarios together under one of t
\ with the most.
MORALE.title=Morale
MORALE.definition=MekHQ Morale system is only in use while a <a href='GLOSSARY:DIGITAL_GM'>Digital GM</a> is enabled.\
<p>This system reflects not only the mental state of opposing forces but also their ability to resist effectively.\
\ Morale levels range from "routed" (very low) to "overwhelming" (very high), with several steps in between.\
<p><b>MORALE CHECKS</b></p>\
<p>At the start of each month, 2d6 is rolled to see if the enemy's morale changes. On a 6 or less, their morale \
moves towards "Overwhelming." On an 8+ their morale moves one step towards "Routed."</p>\
<p>There are several factors that modify this roll:</p>\
<p><b>Reliability:</b> The higher rated the enemy force, the harder they are to rout.</p>\
<p>The base reliability of an enemy force is determined by their quality: F (-1), D, C, B (+0), A, A* (+1). Clan\
\ forces increase their quality by 1, up to a maximum of A*.</p>\
<p>Next, we adjust for special faction considerations. If the enemy faction is Rebel, Mercenary, Pirate, or from\
\ a Minor Faction, their reliability is reduced by 1. If the enemy faction is Clan, their reliability is increased \
by 1. This means Clan forces two bonuses, by design.</p>\
<p><b>Performance:</b> Performance plays an important part in determining whether the enemy force adjusts their \
morale.</p>\
<p>This system reflects not only the mental state of opposing forces but also their ability to resist effectively. \
Morale levels range from "routed" (very low) to "overwhelming" (very high), with several steps in between.\
<h1>Morale Levels</h1>\
There are seven 'levels' of morale. Each represents a combination of both the enemy's willingness to fight, as well\
\ as their capacity to do so. Morale, in many ways, can also be seen as reflecting the balance of power in a \
contract.\
<blockquote><b>- Routed:</b> The enemy is in full retreat, suffering devastating losses and scattered. They pose no\
\ significant threat and are incapable of organizing a counterattack.\
<br><b>- Critical:</b> The enemy is in a dire state, with most of their forces destroyed or incapacitated.\
\ Their ability to fight is severely compromised, and morale is near breaking.\
<br><b>- Weakened:</b> The enemy is losing ground, sustaining significant casualties, and is disorganized.\
\ However, they can still put up resistance in isolated areas.\
<br><b>- Stalemate:</b> Both sides are evenly matched, with neither gaining a clear advantage. Skirmishes\
\ will continue, but the outcome remains uncertain.\
<br><b>- Advancing:</b> The enemy is gaining momentum, making coordinated strikes, and allied forces are falling \
back. The enemy is beginning to dominate key areas of the battlefield.\
<br><b>- Dominating:</b> The enemy has the upper hand, controlling critical objectives and inflicting heavy\
\ casualties. Allied forces are under significant pressure, and defeat is imminent.\
<br><b>- Overwhelming:</b> The enemy is completely overwhelming allied positions, executing a final push for total\
\ victory. Allied forces are on the verge of collapse, with no hope of recovery.</blockquote>\
<p>One thing to recognize is that not every battle is represented in MekHQ. You might be winning every scenario, \
but your allies could be facing defeats across the board.</p>\
<h1>Morale Checks</h2>\
At the start of each month, 2d6 is rolled to see if the enemy's morale changes. On a 6 or less, their morale \
moves towards "Overwhelming." On an 8+ their morale moves one step towards "Routed."\
<p>There are several factors that modify this roll. It's important to note that these modifiers are applied to the \
roll, <i>not</i> the target number. So a negative modifier makes the OpFor less likely to break.</p>\
<h2>Reliability:</h2>\
The higher rated the enemy force, the harder they are to rout. The base reliability of an enemy force is determined\
\ by their skill level:</p>\
<blockquote><b>- Ultra-Green, or Green:</b> +1\
<br><b>- Regular, or Veteran:</b> no modifier\
<br><b>- Elite, Heroic, or Legendary:</b> -1</blockquote>\
<p>In terms of reliability modifiers only, Clan forces increase their effective experience level by 1, up to a \
maximum of 'Legendary.'</p>\
<p>Next, we adjust for special faction considerations. If the enemy faction is Rebel, Mercenary, Pirate, or from a \
Minor Faction, their reliability modifier is increased by 1 (more likely to break). If the enemy faction is Clan, \
their reliability modifier is decreased by 1 (less likely to break). This means Clan forces receive two modifiers \
to their reliability, this is intentional.</p>\
<h2>Performance:</h2>\
Performance plays an important part in determining whether the enemy force adjusts their morale.</p>\
<p>First, we total up all victories achieved over the prior month. Each normal Victory is worth 1 point, and each \
Decisive victory is worth 2 points.</p>\
<p>Then we total up all defeats suffered over the prior month. Each normal Defeat is worth 1 point, and each \
Decisive Defeat is worth 2 points. If a scenario is marked as a 'Refused Engagement' it is considered to have been \
a Decisive Defeat. If, instead, it is marked as a 'Fleet in Being' it is only counted as a normal Defeat. \
Similarly, all Pyrrhic Victories are counted as normal Defeats.</p>\
<p>If the number of victory points exceeds the number of defeat points, you are considered to have scored a \
Victory, over the past month. If victory points are at least double defeat points, you are considered to have \
achieved a Decisive Victory.</p>\
<p>If the number of victory points exceeds the number of defeat points, you are considered to have scored an \
overall Victory. If victory points are at least double defeat points, you are considered to have achieved a \
Decisive Victory.</p>\
<p>Conversely, if the number of defeat points exceeds the number of victory points, you are considered to have \
suffered a Defeat. If defeat points are at least double victory points, you are considered to have suffered a \
Decisive Defeat.</p>\
<p>The exact modifiers applied to the morale roll for a Victory, Defeat, and so on are determined by Campaign \
Options.</p>\
<p><b>ROUTING THE ENEMY</b></p>\
<p>When an enemy is routed, their forces are severely damaged and unable to offer effective resistance. Routed enemies\
\ will not generate new scenarios. For any contract other than Garrison Duty, Cadre Duty, Security Duty, or Riot Duty,\
\ all remaining <a href='GLOSSARY:STRATEGIC_OBJECTIVES'>objectives</a> are considered completed, and the contract's\
\ conclusion date is automatically moved to the next day.</p>\
<p>For those contracts listed above (so-called 'garrison type contracts') the contract doesn't end early, but the\
\ enemy forces are in full retreat. After the first month of peace, There's a 25% chance a new opposition will arrive;\
\ otherwise the peace continues.
<h1>Routing the Enemy</h1>\
When an enemy is routed, their forces are severely damaged and unable to offer effective resistance. Routed enemies\
\ will not generate new scenarios. For any contract other than Garrison Duty, Cadre Duty, Security Duty, Riot Duty, \
or Temporary Retainer, all remaining <a href='GLOSSARY:STRATEGIC_OBJECTIVES'>objectives</a> are considered \
completed, and the contract's conclusion date is automatically moved to the next day.\
<p>For those contracts listed above (so-called 'garrison type contracts') the contract doesn't end early, but the \
enemy forces are in full retreat. After the first month of peace, There's a 25% chance a new opposition will arrive;\
\ otherwise the peace continues.</p>
### N
NAVIGATION_INFIRMARY.title=Infirmary Shortcuts
NAVIGATION_INFIRMARY.definition=The Infirmary has some really useful shortcuts that can help you tend to your personnel\
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2 changes: 1 addition & 1 deletion MekHQ/resources/mekhq/resources/MHQMorale.properties
Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,7 @@
MHQMorale.check.title=<h1 style="text-align:center;">Morale Update</h1>
MHQMorale.check.report=The enemy reliability is {2}<b>{3}</b>{1}.\
<p>Your performance over the past month was rated as a {4}<b>{5}</b>{1} ({6}).</p>\
<p>Rolled {0}<b>{7}</b>{1}: the enemy forces are {8}<b>{9}</b>{1}.</p>
<p>Rolled {0}<b>{7}</b>{1} ({8} + {9}): the enemy forces are {10}<b>{11}</b>{1}.</p>
MHQMorale.performanceOutcome.DECISIVE_VICTORY=Decisive Victory
MHQMorale.performanceOutcome.VICTORY=Victory
MHQMorale.performanceOutcome.DRAW=Draw
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12 changes: 6 additions & 6 deletions MekHQ/resources/mekhq/resources/Mission.properties
Original file line number Diff line number Diff line change
Expand Up @@ -118,16 +118,16 @@ AtBMoraleLevel.WEAKENED.toolTipText=The enemy is losing ground, sustaining signi
\ However, they can still put up resistance in isolated areas.
AtBMoraleLevel.STALEMATE.text=Stalemate
AtBMoraleLevel.STALEMATE.toolTipText=Both sides are evenly matched, with neither gaining a clear advantage. Skirmishes\
\ continue, but the outcome remains uncertain.
\ will continue, but the outcome remains uncertain
AtBMoraleLevel.ADVANCING.text=Advancing
AtBMoraleLevel.ADVANCING.toolTipText=The enemy is gaining momentum, making coordinated strikes, and forcing your forces\
\ to fall back. They are beginning to dominate key areas of the battlefield.
AtBMoraleLevel.ADVANCING.toolTipText=The enemy is gaining momentum, making coordinated strikes, and allied forces are falling \
back. The enemy is beginning to dominate key areas of the battlefield.
AtBMoraleLevel.DOMINATING.text=Dominating
AtBMoraleLevel.DOMINATING.toolTipText=The enemy has the upper hand, controlling critical objectives and inflicting heavy\
\ casualties. Your forces are under significant pressure, and defeat is imminent.
\ casualties. Allied forces are under significant pressure, and defeat is imminent.
AtBMoraleLevel.OVERWHELMING.text=Overwhelming
AtBMoraleLevel.OVERWHELMING.toolTipText=The enemy is completely overwhelming your forces, executing a final push for total\
\ victory. Your forces are on the verge of collapse, with no hope of recovery.
AtBMoraleLevel.OVERWHELMING.toolTipText=The enemy is completely overwhelming allied positions, executing a final push for total\
\ victory. Allied forces are on the verge of collapse, with no hope of recovery.
# ContractCommandRights Enum
ContractCommandRights.INTEGRATED.text=Integrated
ContractCommandRights.INTEGRATED.toolTipText=Integrated command rights, standard for government forces, streamline command\
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