Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » [IDEA] Making Morale More Important
[IDEA] Making Morale More Important[message #280944] Fri, 27 May 2011 22:10 Go to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
I have yet another idea!

When playing JA games I pretty much never noticed Morale, I just dont get the feeling that it does anything. So I was thinking about making it much more important. First of: its needs to directly affect mercs effectiveness, with shitty morale merc should have less AP and his aim should suffer as well, he also would be more susceptible to suppression etc. The other way merc with excellent morale would be more effective in combat. In short the effects should have direct impact on gameplay.
Second the morale should be much more dynamic, morale should drain quickly when under fire, when spotting large number of enemies, when getting hit and so on. Morale should be fluctuating during the battle, to keep things more dynamic.

[Updated on: Mon, 30 May 2011 16:56] by Moderator

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Master Sergeant
Re: [IDEA] Remaking morale system[message #280945] Fri, 27 May 2011 22:14 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
1) Morale does affect lots of things in the game.
2) I'd positively hate it if my 2 MG42 gunners lose morale just because there are 30 enemies down the alley. Half of them will be wounded and the other half suppressed after one turn and 160 rounds down range.

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Captain

Re: [IDEA] Remaking morale system[message #280946] Fri, 27 May 2011 22:15 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
morale has SOMETHING to do with merc interaction.

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Sergeant Major
Re: [IDEA] Remaking morale system[message #280948] Fri, 27 May 2011 22:22 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
Messages:188
Registered:December 2009
I think the morale should be more dependant on the merc's personality. Somebody has already shat in their pants quickly after some suppression fire and other one stays cool as a cucumber when facing 30 bad-to-the-bone elites.

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Staff Sergeant
Re: [IDEA] Remaking morale system[message #280961] Fri, 27 May 2011 22:40 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
I know it has an effect, but during all of my playtime of JA2 and UB (quite few years). I never even noticed morale. Thats my problem, I just get the feeling it wasnt fleshed out properly.

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Master Sergeant
Re: [IDEA] Remaking morale system[message #280962] Fri, 27 May 2011 22:42 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
you wanna see morale in action? run gus/scope/magic and more into enemies while unarmed and see how the other mercs lose morale when they're dead

you've clearly never had any real action ingame cause i've had morale mess my guys up a lot of times

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First Sergeant

Re: [IDEA] Remaking morale system[message #280963] Fri, 27 May 2011 22:46 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
morale testing squad

Buzz (must be hired first)
Lynx
Meltdown
Biff
Haywire
Razor



You [insert any 4letterword having the letters n, o and b - you may take o twice]

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Sergeant Major
Re: [IDEA] Remaking morale system[message #280970] Fri, 27 May 2011 23:00 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
Oh I did see alot of action. I also do know that mercs rub of each other. The thing is I really like playing with IMP only mercs and in that case morale feels like a bar that just fills up and stays there.

And dont call me a noob, I did play Jagged Alliance for years and its one of my favorite games, so dont tell me that I dont know how to play it ok? I played UB from start to end with AIM mercs, Tracona unlimited mod, vanilla JA2, 1.13. I punched fucking tigers to death for lulz, so dont tell me I didnt see any action Razz.

[Updated on: Fri, 27 May 2011 23:00] by Moderator

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Master Sergeant
Re: [IDEA] Remaking morale system[message #280971] Fri, 27 May 2011 23:03 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
It was Your choice to fill in the 4 letterword.

You did choose "nOOb" nasty.

blaming me is even more nasty.




Onob [klingon] Mr. Wiseguy

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Sergeant Major
Re: [IDEA] Remaking morale system[message #280975] Fri, 27 May 2011 23:08 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
Listen, nither of us is stupid, so lets not behave like jerks. Lets get back to the topic.

[Updated on: Fri, 27 May 2011 23:09] by Moderator

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Master Sergeant
Re: [IDEA] Remaking morale system[message #281001] Sat, 28 May 2011 01:55 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
Morale DOES effect a lot of things (maybe all merc actions). However the bonuses are rather small.

For example - when merc shoots, performs HtH attack, or throw things, the bonus to CtH from morale is from +1-5%.
At 55 morale you get +1% CtH.
At 95+ morale you get +5% CtH.
(morale is scaled in 0-100 points)
The penalties are a bit bigger - can get to -20% CtH on 0 morale.

The problem is, that usually you have 50-100 morale. So you only get that tiny bonus. I rarely get to morale under +-50 in my games.

[Updated on: Sat, 28 May 2011 01:58] by Moderator

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Master Sergeant

Re: [IDEA] Remaking morale system[message #281407] Mon, 30 May 2011 00:07 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
I was thinking a bit and here are my proposals:

Decrease of Morale:
*being in tear gas, mustard gas cloud, being on fucking fire Wink
*getting hit, always decreases morale a bit
*getting hit AND getting wounded, decreases morale proportional to wound
*being wounded (even bandaged) decreases maximal morale until fully healed
*other mercs in short distance being hit, decreases morale a bit
*seeing other mercs being heavily wounded or rendered in near death state
*seeing a tank (TAAAANNNK!! Very Happy )
*being under fire
*explosions very close to merc
*seeing creatures

Increase of Morale:
*firing in full auto mod mod
*pulling of difficult shot
*saving a merc in near death
*triggering special death animations
*firing heavy weapons like rocket launchers or grenade launchers
*miraculously not being hit (you know, enemy miss that merc acknowledges)


This would be events that could trigger the change of morale. As I said before: morale should have rather big impact on merc stats. We could have +20% to AP on 100 morale, but only if keeping it there would require quite a bit of work. Also experience level should affect triggers and morale increase/decrease rate, at least a bit.

[Updated on: Mon, 30 May 2011 00:09] by Moderator

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Master Sergeant
Re: [IDEA] Remaking morale system[message #281499] Mon, 30 May 2011 13:48 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
It would be nice if we had some more variations in bad moral behaviour. Currently it first of all reduces the chance to hit. This is a bit problematic because it means soldiers with poor moral have a rather suicidal tendency to miss enemies near by. More suitable reactions to panic could include:

- Loss of the ability to aim: The merc no longer is able to cold-blooded aim through his scope but simply pulls the trigger as much as often. Can also be partly/degrading.
- Unwanted autofire: Similar to "pschyo" behaviour, the merc starts bursting around with maximum AP even when not being ordered to.
- Pinned down without being surpressed: The merc still has full AP but refuses to leave the tile he is in; means he only can shoot and change stance and direction. An escalation could be that the merc goes prone and even refuses to chance stance.
- Fleeing and surrendering: The merc is taken over by the programm and running for safety to the edge of the map. In case he reaches it he'll leave the sector. If he cannot because of being surounded he'll surrender to the enemy. POWs are returned after victory. In case of a defeat they are in one of Deidranna's prisons.

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First Sergeant
Re: [IDEA] Remaking morale system[message #281502] Mon, 30 May 2011 13:57 Go to previous messageGo to next message
rookie999 is currently offline rookie999

 
Messages:15
Registered:August 2008
Buns

- Fleeing and surrendering: The merc is taken over by the programm and running for safety to the edge of the map. In case he reaches it he'll leave the sector. If he cannot because of being surounded he'll surrender to the enemy. POWs are returned after victory. In case of a defeat they are in one of Deidranna's prisons.


That sounds really weird. A merc that runs to the edge of the map will likely get killed, so a takeover by the program will likely result in an autokill. Also I can't imagine mercs suddenly disappearing from the map because they "surrendered". Sorry, but I don't like that idea at all.

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Private
Re: [IDEA] Remaking morale system[message #281529] Mon, 30 May 2011 16:39 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
Instead of surrendering some mercs may freak out and stop listing to orders at all, they would just crouch (and rock back and forth). However this would be only take an effect at lowest morale and for less-then-cold-blooded mercs.

Quote:
- Loss of the ability to aim: The merc no longer is able to cold-blooded aim through his scope but simply pulls the trigger as much as often. Can also be partly/degrading.
- Unwanted autofire: Similar to "pschyo" behaviour, the merc starts bursting around with maximum AP even when not being ordered to.
- Pinned down without being surpressed: The merc still has full AP but refuses to leave the tile he is in; means he only can shoot and change stance and direction. An escalation could be that the merc goes prone and even refuses to chance stance.


Those are nice effects, they would make morale management important. Now how about some ideas for some bonuses for high morale?

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Master Sergeant
Re: [IDEA] Remaking morale system[message #281533] Mon, 30 May 2011 17:20 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Taro
Those are nice effects, they would make morale management important. Now how about some ideas for some bonuses for high morale?
There is not much I can think of. Having high moral means the merc is confident he will survive and win. This might lead to a more cautionless behaviour in RL, but we certainly don't want to have penalties for good moral management.

Well, let's see....

I would exclude a higher chance to hit because the maximum chance to hit would be defined by the merc's general handling of weapon - as well as the weapon and it's attachment. But may be an additional aiming click when using a scoped rifle, such as simulating the merc being extremly cool and takes all time in the world to carefully aim.

Another thing could be additional APs. This indeed could be explained by the merc acting less cautionly assuming normal movement includes time the merc takes to carefully look around.

Then we have the general higher stress-resistance. This could include being less prone to surpression and suffering less penalties from being wounded.

A merc with particulary high moral could also be able to cheer up his near by comrads - the same of course also the other way round when a merc is extremly paniced.

[Updated on: Mon, 30 May 2011 17:21] by Moderator

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First Sergeant
Re: [IDEA] Remaking morale system[message #281536] Mon, 30 May 2011 18:02 Go to previous messageGo to next message
Yoshi is currently offline Yoshi

 
Messages:37
Registered:January 2008
Location: Portugal
You sure have had a lot of ideas lately Taro Smile

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Private 1st Class
Re: [IDEA] Remaking morale system[message #281537] Mon, 30 May 2011 18:06 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
I think that small bonus to CTH is acceptable. A merc with high morale feels that his actions are more fluid, like everything falls into place by itself. He achieves higher plane of through, he becomes one with the gun... and other bullshit Razz.

Also high morale could give bonus to damage in HTH combat.

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Master Sergeant
Re: [IDEA] Remaking morale system[message #281538] Mon, 30 May 2011 18:23 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
A problem I see, you already named it, is that moral is somewhat static because of the buddy/hated system. For example, moral in my team is "excellent" for weeks now. I recently had hired Shadow and Stephen, and despite none of their buddies being in my team their moral instantly went up to "good" an hour after they arrived in Arulco and without them seeing any combat.

May be there should be two kinds of moral:

- the "long run moral" (=motivation) that is affected by buddies and hated in the team, as well as tasks being assigened to (for example, an aggressive merc being assigened to teaching or repairing for days).

- the "temporary moral" (=stress level) that is affected by what is happening in battle, and the mercs reaction to it according to his character and experience.

The stuff above should only be triggered by the "stress level" so that a merc doesn't instantly go prone or start bursting around at the beginning of a battle only because he has trouble with one of his team mates. Independetly of the character's motivation (what is "moral" now) he would always start the battle with average stress level. This would work similar to surpression (and might code-wise even be implemented into that) but does not necessarily require direct enemy actions, means does not require to be shot at.

Motivation should only indirectly affect stress level, such as a low motivation would lead to the merc falling to stress faster and vice versa. In return motivation might trigger different things startegically, such as the merc refusing to prolongue his contract, asking more money despite not having leveled etc.

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First Sergeant
Re: [IDEA] Remaking morale system[message #281539] Mon, 30 May 2011 18:31 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
Thats excellent idea!

Dividing this sure would help making morale system better.

If it would be divided there should be options in ini like this:

New morale system:
0 - off, old morale system
1 - old morale, with stress level in combat
2 - new morale system, motivation and stress level

BTW: Stress level sounds bad for this, maybe Morale is better term, however motivation does sound good for long term morale.

[Updated on: Mon, 30 May 2011 18:48] by Moderator

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Master Sergeant
Re: [IDEA] Remaking morale system[message #281562] Mon, 30 May 2011 22:21 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
Omg, Buns, you really throwing around some brilliants.

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Master Sergeant

Re: [IDEA] Remaking morale system[message #281612] Tue, 31 May 2011 09:04 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
Here are some idea for Motivation effects:

At high motivation merc will carry out assignments such as training militia, practice, teaching etc. faster (with bigger bonus?), opposite happens on lower Motivation.

High motivation increases merc map movement speed a bit. Opposite for low Motivation

At very low motivation merc MAY refuse any orders on strategic map. He will switch to rest and if there is any alcohol in sector he will get drunk (random).

[Updated on: Tue, 31 May 2011 09:05] by Moderator

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Master Sergeant
Re: [IDEA] Remaking morale system[message #281642] Tue, 31 May 2011 14:05 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Taro
Here are some idea for Motivation effects:

At high motivation merc will carry out assignments such as training militia, practice, teaching etc. faster (with bigger bonus?), opposite happens on lower Motivation.

High motivation increases merc map movement speed a bit. Opposite for low Motivation

At very low motivation merc MAY refuse any orders on strategic map. He will switch to rest and if there is any alcohol in sector he will get drunk (random).
Yes, I was thinking of the same line.

Motivation should first of all be triggered by stuff that happens on the strategical level. Such as:

The character being assigned to tasks unfitting his character, for example:
- An Aggressive character being assigned to indoor duties, like repairing, for longer
- An Intellectual character being assigned to sentry duty for longer ("On Duty" without marching or fighting)
- A Primitive character being assigned to learning or student for longer
- A Phlegmatic character marching for longer
- A Pacifist fighting battles
and so on.

Positive effects would result from using the character according to his character, like setting an Intellectual to teacher or practice.


Another thing could be seemingly disregard of the characters abilities. For example an unwounded doctor is in a sector where someone else but him is assigned to "Doctor" duty. So when you had Spider and MD in a sector where a surgery is to be made and you assign Spider as "Doctor" MD might think you don't trust his medical abilities. The same could be with Technican and repairing or Teaching and training militia. This would basically punish you for hording experts with a certain trait in your team. When you have six doctors in your team every scratch that is to be bandaged might cause an academic dispute on how to do that, and when you finally assign one of them to the task the others might be offended.

Of course, this would also work in the positive way for medics assigned to "Doctor" duty, Technicans repairing and Teachers training militia.


Then we have general like and dislike duties. For example, no soldier loves marching (may be save for Hunters and Rangers). So, having the team marching for longer, in particular through deserts and swamps, would not be much appreciated. In return setting them to "Rest" surely would improve motivation.


Of course there also would be the question of buddies and hated. But that should not be everything. A merc would be willing to stay even when there is a hated in your team, provided the job otherwise is much fun. And a merc also would quit even when there are buddies in your team if the job otherwise is hell.


Now to battles and motivation: In general it should be according to "what happens in Vegas stays in Vegas", means motivation would not be directly affected by what happens to the merc in battle, such as he would not be losing motivation only because he came under heavy fire for some time, nor instantly gaining motivation for shooting some bad guys. This would fall under the "stress level" or moral what would be rested after battle.

What does affect motivation is the moral or stress level of the merc at the end of the battle, not the overall outcome of the battle. This is an important difference:

- When one of your mercs instantly got under heavy fire and had to keep his head down until others had killed the enemies he would not be happy with what happened in that battle even though it was a victory. He might think the others used him as a meat shield and would seriously question your tactical abilities. His end battle moral would be low and he would be suffering from motivation.
- When your sniper sneaks into an enemy held sector, pops some heads and sneaks out again it would technically be a lost battle, but the sniper would gain motivation from that because his end battle moral would be very high.
- When you had placed a MG to cover your left but no bad guys come that way your MG gunner would neither gain nor lose moral during that battle and would therefore also not have his motivation changed according to the outcome of the battle.

In a normal battle mercs would come under fire or otherwise have their stress level rising. But when everything goes well stress would go down to the end of the battle and the more successfull even would gain moral, that way they have their motivation going up. Setting aside here general attitude towards fighting and killing (Aggressive, Pacifisit, Psycho) what is covered above.


What of course does affect motivation would be conquests of cities or SAMs (or losing of sectors), being wounded, also other mercs getting wounded (in particular buddies), suffering casualties. Pacifist characters or locals might even suffer from militias getting killed (but only in larger numbers).


I would exclude the "motivation infection", means motivation goes up or down only because others have a high or low motivation. Only because others are having a party doesn't mean a merc wouldn't question if that is the right place to be. This effect might but be included for buddies. A buddy being particular happy or unhappy would be able to influence the attitude of his friends.


What is important is that motivation should be a long running thing. You would not get into trouble when you had your aggressive merc cleaning his weapon after battle, but would have problems with him when you have him repairing LBE for days. All mercs accept that marches are part of soldiering, so marching a sector or two would be unproblematical. But endless marches without rest or fights across the entire map would cause trouble. And so on. In general you can keep motivation high when you take care the service in your team doesn't fall into stupidity.


Now to the possible effects. Effects should be mostly strategical. The tactical effect would be that mercs with low motivation would easyer fall to stress while mercs with high motivation would be more stress resitant (that is additionally to other things like experience and certain traits).

Some effects I could think of:
- Changed effectivness of repairing, teaching, training militia or doctoring. This would be a lower effect because neither would an unmotivated merc fall to outright sabotage nor would a motivated merc suddenly become an engeneer or doctor. But in general motivation defines how hard a merc would work, how many breaks he makes etcpp.

- Changed effectivness of being assigned to student. Medium effect: The merc has to attend the class and listen to what is told. But whether or not he would pay attention would be mostly defined by his motivation.

- Changed effectivness of being assigned to practice. High effect: The merc is ordered to read a book or otherwise learn something on his own. And how or if he realy does is highly dependend on his motivation.

- Changed speed of walking and need for sleep. Low effect: The merc doesn't become faster or slower and does need his sleep, but motivation would affect his willigness to bite his teeth and go on for another hour.

- Changed attitude towards contract. From the positive side this might cause the merc to prolongue his contract by the same conditions despite having leveled. From the negative side this could escalate into demanding more money than would be usual with his level, refusing to sign for another two weeks, one week, and finally refusing to sign at all. The last step could be the merc to be deserting the team despite having a valid contract. Not sure how that could work with the M.E.R.C.s and locals.

[Updated on: Tue, 31 May 2011 15:51] by Moderator

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First Sergeant
Re: [IDEA] Remaking morale system[message #281659] Tue, 31 May 2011 16:43 Go to previous messageGo to next message
Luppolo is currently offline Luppolo

 
Messages:150
Registered:July 2009
Buns

Another thing could be seemingly disregard of the characters abilities. For example an unwounded doctor is in a sector where someone else but him is assigned to "Doctor" duty. So when you had Spider and MD in a sector where a surgery is to be made and you assign Spider as "Doctor" MD might think you don't trust his medical abilities. The same could be with Technican and repairing or Teaching and training militia. This would basically punish you for hording experts with a certain trait in your team. When you have six doctors in your team every scratch that is to be bandaged might cause an academic dispute on how to do that, and when you finally assign one of them to the task the others might be offended.


this has sense, but a bit too extreme
after all they're all paid mercenaries, if the boss (player) decides X should do the doctoring i (doctor merc) might be offended a bit, but as long i get payed it should not bother me too much to the point of refusing orders or deserting


anyway continuing on your idea, this should apply even regarding the experience level, i'm a professional instructor (es. Len), are you really sure that a wannabe soldier (Ira) is able to do better than me in training militia?

on the other way, in my team there are lots of experienced doctors, but the boss choose me (low level doctor) to do the work, surely this impacts (positively) on my motivation

Buns

I would exclude the "motivation infection", means motivation goes up or down only because others have a high or low motivation. Only because others are having a party doesn't mean a merc wouldn't question if that is the right place to be. This effect might but be included for buddies. A buddy being particular happy or unhappy would be able to influence the attitude of his friends.


i don't think this way, it must have at least a minimal weight, if EVERYBODY thinks this job is not worth the pay (mind that there are very different personalities agreeing with this point) you sure won't be immune by the general thinking, especially if youre a sociable person that spend some time with the others even outside the battle
of course solitary charachters (like stalker and danny) might not give a damn of what other think Very Happy

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Staff Sergeant
Re: [IDEA] Remaking morale system[message #281662] Tue, 31 May 2011 16:58 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
The motivation sure would make traits like sociable or optimist a bit more important.

I agree that mercs motivation should affect each other at least a bit, this way it will be possible to "loose team spirit" if you fuck up something really badly.

Also I dont think that merc selection for the job (teaching etc.) should be included, its very vague and will be hard to set up correctly.

[Updated on: Tue, 31 May 2011 16:59] by Moderator

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Master Sergeant
Re: [IDEA] Remaking morale system[message #281664] Tue, 31 May 2011 17:17 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Luppolo
this has sense, but a bit too extreme
after all they're all paid mercenaries, if the boss (player) decides X should do the doctoring i (doctor merc) might be offended a bit, but as long i get payed it should not bother me too much to the point of refusing orders or deserting
Yes, of course. I was not thinking of a line that in this case the other doctor would instantly quit.

The entire system should indeed be more slow running such as, for example, a character being neither Technican nor Phlegmatic or Pacifist who would be assigned to repairing wouldn't instantly dropp in motivation. When motivation ranges from 0 to 100, with 40 to 60 being "normal", the character then would have a rising chance of losing one point in motivation with every hour of being assigned that way (only counting time he actually is awake).

This could look like: 0% for the first hour, 10% in the second hour, 20% in the third and so on, until finally after 11 hours he'll has a 100% to lose 1 point in motivation. These "boring levels" would in return decline with every hour being assign to something else. So, said character repairing for three hours and then doing something else for two hours (eventually accumulating "boring levels" for that task) would start again at 0% when you order him to repair anything afterwards.

Or to return to the doctoring example: In case the doctor is assigned to a different task despite some doctoring is needed in his sector he would stack up possible "disregard levels" what would get worse with every hour passing that way, but would also go down in the same speed when he finally is assigned to doctor.


Quote:
i don't think this way, it must have at least a minimal weight, if EVERYBODY thinks this job is not worth the pay (mind that there are very different personalities agreeing with this point) you sure won't be immune by the general thinking, especially if youre a sociable person that spend some time with the others even outside the battle
May be this should be depending to the attitude of the character to the (dis)content other character. When that is one of his buddies it would have a notable effect. When he is neutral to the other character it should only affect him when it is tending in the same direction, such as making him more unhappy when his motivation already is low and the other guy has an even lower motivation, or making him more happy when the other guy even is happier than him. In case he does not like the other guy he would not be affected by his mood.

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First Sergeant
Re: [IDEA] Remaking morale system[message #283649] Thu, 16 June 2011 21:07 Go to previous messageGo to next message
Cell

 
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Master Sergeant
Re: [IDEA] Remaking morale system[message #283654] Thu, 16 June 2011 21:46 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
I think this may be to far. I think that "Stress level" should be called "Morale" and include both stress and fear, otherwise it would be to detailed without bringing in anything worthwhile.

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Master Sergeant
Re: [IDEA] Remaking morale system[message #283707] Fri, 17 June 2011 14:11 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Yes, a single modificator defining the merc's ability to properly act according to his other abilities in battle would be sufficiently. Most wargames call that "moral", but I think "stress" is a better term because "moral" would rather describe the merc's attitude towards his task and not so much (mental) difficulties he is facing when trying to perform the task.

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First Sergeant
Re: [IDEA] Remaking morale system[message #283743] Fri, 17 June 2011 16:53 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
Yes, but Morale definition can be stretched so it describes soldiers overall mental state. It will be simply easier as it would get around formal troubles with "stress" as its human mindset that interprets "big=good, low=bad". No matter how would you name levels of stress they will counter intuitive when displayed as bar besides health and stamina. Its just a formal problem that only requires different name. Keep it as "Morale" and you dont need to worry about those things.

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Master Sergeant
Re: [IDEA] Remaking morale system[message #283747] Fri, 17 June 2011 17:51 Go to previous messageGo to next message
vota dc is currently offline vota dc

 
Messages:54
Registered:August 2006
I like Buns suggestion, but morale is a better term because is more generic than stress....at least in italian language.

Split morale in sorrow and anger. If you maximize both you get the ultimate bonus that makes your mercenary intangible.

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Corporal
Re: [IDEA] Remaking morale system[message #288376] Thu, 04 August 2011 15:35 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Does anyone have an idea why does Scope's morale drop very fast in my game? Some killing raises it but 2 hours later she's "poor" again.
She doesn't hate anyone, her character is neutral, paid in advance for 5 days, and my progression is fair enough (21 in day 3).
What other variables modify morale in strategic gameplay?

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Staff Sergeant
Re: [IDEA] Remaking morale system[message #288384] Thu, 04 August 2011 19:12 Go to previous messageGo to next message
Lepidosteus is currently offline Lepidosteus

 
Messages:95
Registered:November 2007
Location: Land of Buns.
Standing next to a decomposing body perhaps?

Retreating from a battle gives a morale hit too for some days.

Some mercs complain when they have a poor weapon, that might reduce morale too (try giving Maddog a Type 85 or the 5.56 HKsomething smg and hear him roar Very Happy )

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Corporal 1st Class
Re: [IDEA] Remaking morale system[message #288386] Thu, 04 August 2011 19:47 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
Hatie in the Team?

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Sergeant Major
Re: [IDEA] Remaking morale system[message #288398] Thu, 04 August 2011 21:00 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Not any of these. She has a Bushmaster, that must be a fine gun early in the game.

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Staff Sergeant
Re: [IDEA] Remaking morale system[message #288399] Thu, 04 August 2011 21:05 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Where does she stay (which sector)?

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Captain

Re: [IDEA] Remaking morale system[message #288400] Thu, 04 August 2011 21:12 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Travelling and fighting around.
Well, the next day she went normal, so it had to be something with female cyclic function. Or she took too seriously it when the baddies temporary took over a city sector, but it had not affected any other mercs.
Thanks for caring with my problem, guys.

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Staff Sergeant
Re: [IDEA] Remaking morale system[message #288404] Thu, 04 August 2011 23:12 Go to previous message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
I've seen IMP mercs do this during some of my testing. Visit/liberate city sectors using the cheat codes, leave to do some other testing that involves a few days of game time, and when one or two of these sectors is retaken, morale drops like a rock. Didn't think much of it due to the fact I was losing half a dozen of sectors in the space of a day, so in-game terms I was doing very poorly.

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Lieutenant

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