you got plenty freshness for most missions
Maybe later, idk, or but certainly not early on. It is enough, of course, to finish any single mission even if you were somewhat slow, but two missions in a row? You can have problems already.
Like, I just finished first mission with my favourite early "armor" of the past - camo paint. I didn't savescum, so it took me 8 turns to kill/capture everyone(10 units total) except last academy drone, and 5 turns(another reason why this system is retarded btw) to find and bring said drone down. Gal had 64 "freshness", camo paint for some reason drains 2 per turn(even if unit won't move), so she left mission with 38, or 59%. If your "freshness" goes below 50% you are fucked.
And next day terror site spawned, which can easily go up to 20 turns. Thus, realistically i can't send this gal to the terror anymore. I now also realistically can't use the armor i like, but forced to use boring ones instead only because they drain 1 freshness per turn.
What else apart from cool armors is on the
list because it became too prohibitive(early game at least)?
and dont abuse crack or other consumables
Consumables? Goodbye X-Grog, I Knew Thee Well.
dont take back to back missions with same gals
Using favorite unit in any mission? Using strongest unit in any mission? Why would anyone do this anyway, kek.
Having more hands to deal with long-term weariness and constant combats actually makes sense, but I personally always preferred relatively small elite crewteams with only few substitutes, so I'm 50/50 on this one.
Not early game related, so no comments here, was it worth it though?
What else...
Peasants/Goblins/Slaves/units with shitty starting stats, who'll lose 50% of freshness in a single mission?
Not that i ever used them, but it is sort of strange to have one part of your system system which prohibits active use of another part.
Crafts with limited capacity? Why would i run Airspeeder now? Only 3 girls potentially will need more(if you are playing carefully) than 2x turns to finish average mission compared to 6, not to mention glamour bonus loss from fast clears.
I like glamour btw, this is encouraging done right - if you want bonus you can try to be fast, if you are slow you lose nothing. It is entirely up to you to decide what do you want: risk/reward or safety, instead of pure risk, essentially for nothing, only to escape arbitrary penalty.
Overall my impression so far: I'm returning to mod 3 years later only to find out that amount of options to have FUN was significantly reduced. That's absurd.