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Implemented Advanced StratCon Reinforcements #5273
Implemented Advanced StratCon Reinforcements #5273
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Implemented new scenarios for reinforcement interception. Enhanced the campaign to select senior command administrators efficiently and handle delayed reinforcements deployment.
# Conflicts: # MekHQ/src/mekhq/campaign/stratcon/StratconRulesManager.java
Removed redundant reinforcement success message and integrated interception logic for clarity. Adjusted modifiers for facility, skill, and liaison/command rights to ensure correct calculation. Enhanced the generateReinforcementInterceptionScenario method with additional details, moved scenarioCoords calculation inside, and ensured fatigue is accounted for when necessary.
Added a call to negotiate additional support points in the StratconContractInitializer to ensure initial support points are determined. This change ensures proper initialization of support resources at the start of a contract.
Codecov ReportAll modified and coverable lines are covered by tests ✅
Additional details and impacted files@@ Coverage Diff @@
## master #5273 +/- ##
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- Coverage 10.47% 10.46% -0.02%
+ Complexity 6049 6048 -1
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Files 959 959
Lines 135202 135396 +194
Branches 19674 19711 +37
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Hits 14165 14165
- Misses 119686 119880 +194
Partials 1351 1351 ☔ View full report in Codecov by Sentry. |
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Reduced the reinforcement arrival scale from 30 to 15 to quicken reinforcements. Revised messaging for reinforcement events, including differentiating success, command failure, and enemy interception scenarios. Corrected skill modifier calculation in reinforcement logic for improved accuracy.
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Co-Pilot sees no issues.
Introduction
The previous reinforcement implementation created some balancing concerns. The gameplay loop would be this: scenario spawns, player deploys a lance, the player then reinforces that scenario using Forces in Fight Stance. This is easily done by converting CVP to SP, if necessary. The player will usually out-BV Princess at this point, allowing for a much easier victory. This generates a CVP, making future scenarios easier. So long as the player can maintain CVP above 1 they can infinitely reinforce. The only limitation is the number of Forces available to them. As they are taking less casualties they end up in a victory spiral where past victories ensure future victories. There is a bit more to it than that, but that's the general gist.
Following a handful of discussions on Discord it was determined that a more advanced implementation was desirable.
Overview
Reinforcement Checks
Interception Check
Fixed Exploits
Other
Closes #4733