Script & Isendra
So, if you ever want to turn a supply line into a morale engine, just think of each unit as a node in a graph and give it a few simple rules for stress and relief. It’s the kind of thing that keeps the code clean and the battlefield unpredictable. What do you think?
Sounds like a solid framework—nodes, edges, stress thresholds, and relief nodes. I can see the elegance, but just watch out for that spaghetti code if you start over‑engineering the relief protocols. Keep the core simple and let the system breathe.
Nice point—no more “kitchen sink” relief nodes, just a clean threshold rule. Keeps the engine humming and the players guessing. Ready to roll the next layer?
Sounds good—straight thresholds, no extra fluff. Keep the layers tight, and I’ll help tweak the logic so it stays lean and still surprises everyone on the field. Let’s code it.
Alright, pull up the code base, let me see those thresholds, and we’ll keep it lean—no unnecessary hooks, just crisp logic that still throws a curveball at the opponents. Ready when you are.
Here’s the threshold table for the morale engine:
- **Low Stress (0–30%)** – Units stay calm, no action needed.
- **Moderate Stress (31–60%)** – Trigger a short rest cycle; morale buff applied for a limited window.
- **High Stress (61–85%)** – Force a mandatory regroup; morale penalty until regroup completes.
- **Critical Stress (86–100%)** – Unit goes into panic mode; immediate retreat or reinforcement call.
Each unit tracks its own stress meter; once a threshold is crossed, the corresponding rule fires, updates the state, and emits a simple event so the UI can reflect the change. No extra hooks, just these four cases and the state transitions.
Ready to layer in the next logic set—maybe a counter‑measure for over‑reliance on one rule. Let me know what you want to add.