MekHQ is a java helper program for the MegaMek game that allows users to load a list of entities from an XML file, perform repairs and customizations, and then save the new entities to another XML file that can be loaded into MegaMek.
[X] Does this conform with our Content Policy linked above?
[X] I've searched the GitHub tracker and haven't found a similar feature request listed
RFE Details *
This is an improvement to an existing feature
Brief Description *
Adding a loyalty average value of the force to the Command Center tab would allow for additional game play.
A lot of campaign rules make use of a force's loyalty average, namely WMD use and other war-crime effects.
A global value works regardless of whether it's hidden or not: if it's hidden, it allows a commander to know if people are happy or discontent, without having knowledge of an individual person's status. If it's shown, it still gives at-a-glance information regarding loyalty, without having to check the personnel list.
For added grittyness, it could be based on a value modified by how far from a specified Leadership value the commander is, and/or the average HR personnel skill. So if we set Leadership 6 as the target number, a commander with 6+ leadership would know the loyalty with pin-point accuracy, while a Leadership of 3 can have the final loyalty average modified by +/- 3, which could give a very different value and mask the true sentiment of the company members.
MekHQ Suite Version *
50.01
Attach Files
No response
Final Checklist
[X] I've checked to make sure that this RFE has not already been filed
[X] I am requesting implementation of only one relevant set of features in this ticket for clarity and focus
Prerequisites and Pre-Issue Checklist
[X] I'm reporting the RFE to the correct repository:
MekHQ
[X] Does this conform with our Content Policy linked above?
[X] I've searched the GitHub tracker and haven't found a similar feature request listed
RFE Details *
This is an improvement to an existing feature
Brief Description *
Adding a loyalty average value of the force to the Command Center tab would allow for additional game play.
A lot of campaign rules make use of a force's loyalty average, namely WMD use and other war-crime effects.
A global value works regardless of whether it's hidden or not: if it's hidden, it allows a commander to know if people are happy or discontent, without having knowledge of an individual person's status. If it's shown, it still gives at-a-glance information regarding loyalty, without having to check the personnel list.
For added grittyness, it could be based on a value modified by how far from a specified Leadership value the commander is, and/or the average HR personnel skill. So if we set Leadership 6 as the target number, a commander with 6+ leadership would know the loyalty with pin-point accuracy, while a Leadership of 3 can have the final loyalty average modified by +/- 3, which could give a very different value and mask the true sentiment of the company members.
MekHQ Suite Version *
50.01
Attach Files
No response
Final Checklist