Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » [IDEA] Making Morale More Important
[IDEA] Making Morale More Important[message #280944]
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Fri, 27 May 2011 22:10
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Taro_M |
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Messages:292
Registered:November 2008 |
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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 Report message to a moderator
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Master Sergeant
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Re: [IDEA] Remaking morale system[message #280975]
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Fri, 27 May 2011 23:08
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Taro_M |
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Messages:292
Registered:November 2008 |
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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 Report message to a moderator
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Master Sergeant
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Re: [IDEA] Remaking morale system[message #281407]
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Mon, 30 May 2011 00:07
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Taro_M |
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Messages:292
Registered:November 2008 |
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I was thinking a bit and here are my proposals:
Decrease of Morale:
*being in tear gas, mustard gas cloud, being on fucking fire
*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!! )
*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 Report message to a moderator
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Master Sergeant
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Re: [IDEA] Remaking morale system[message #281533]
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Mon, 30 May 2011 17:20
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Buns |
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Messages:655
Registered:September 2010 |
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TaroThose 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 Report message to a moderator
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First Sergeant
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Re: [IDEA] Remaking morale system[message #281538]
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Mon, 30 May 2011 18:23
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Buns |
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Messages:655
Registered:September 2010 |
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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
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Re: [IDEA] Remaking morale system[message #281539]
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Mon, 30 May 2011 18:31
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Taro_M |
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Messages:292
Registered:November 2008 |
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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 Report message to a moderator
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Master Sergeant
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Re: [IDEA] Remaking morale system[message #281612]
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Tue, 31 May 2011 09:04
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Taro_M |
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Messages:292
Registered:November 2008 |
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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 Report message to a moderator
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Master Sergeant
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Re: [IDEA] Remaking morale system[message #281642]
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Tue, 31 May 2011 14:05
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Buns |
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Messages:655
Registered:September 2010 |
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TaroHere 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 Report message to a moderator
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First Sergeant
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Re: [IDEA] Remaking morale system[message #281659]
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Tue, 31 May 2011 16:43
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Luppolo |
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Messages:150
Registered:July 2009 |
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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
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Staff Sergeant
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Re: [IDEA] Remaking morale system[message #281662]
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Tue, 31 May 2011 16:58
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Taro_M |
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Messages:292
Registered:November 2008 |
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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 Report message to a moderator
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Master Sergeant
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Re: [IDEA] Remaking morale system[message #281664]
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Tue, 31 May 2011 17:17
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Buns |
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Messages:655
Registered:September 2010 |
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Luppolothis 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
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