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The "Crew Morale" game mechanic http://galaxylegion.com/forum/viewtopic.php?f=6&t=25229 |
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Author: | Asheron [ Fri May 25, 2012 4:12 pm ] |
Post subject: | The "Crew Morale" game mechanic |
Various game events would raise or lower crew morale. Morale could be like a "happiness indicator," as is seen in many games. When anything causes higher crew morale, if risen high enough, high crew morale incurs bonuses to a ship's statistics (attack, defense, even energy and charge rate, or a discount to how much energy you spend on each mission.) Likewise, let the morale fall too low and there could come penalties. Ways to boost morale would be to successfully win fights against NPCs, complete more missions, and other favorable acts. (As a quickboost, perhaps paying your crew credit bonuses could work. Another quickboost is by new artifacts: Shipping in and feeding your crew some delectable desserts could be a quick booster as well.) To raise morale equilibrium would mean installing recreational components. (Some players have more deck space than they could ever use as of press-time, so suddenly there are new ways to fill the decks again.) Some examples would be:
Likewise, what lowers morale could range from losing planets to getting Disabled too often, or even attacking ships belonging to the same species as some of the crewmembers. As goes without saying, uninstalling morale-boosting components does this as well. Morale has been an integral part of a crew-member's tour of duty on a ship, whether in fact or fiction. Morale levels have even been turning points for ships, even entire navies, so what say we see this in GL? |
Author: | f3ar3dlegend [ Fri May 25, 2012 4:55 pm ] |
Post subject: | Re: The "Crew Morale" game mechanic |
-1. It's too complex and would offset the balance in the game. Then you would be forced to keep the morale of the crew even, to get the same bonuses you get now. And only few people have an excess of decks; not everyone has thousands of decks. |
Author: | Asheron [ Fri May 25, 2012 5:02 pm ] |
Post subject: | Re: The "Crew Morale" game mechanic |
f3ar3dlegend wrote: -1. It's too complex and would offset the balance in the game. Then you would be forced to keep the morale of the crew even, to get the same bonuses you get now. And only few people have an excess of decks; not everyone has thousands of decks. Who said wars had balance? Losing battles and other assets demoralize, while rewarding actions re-moralize. Remember that the bonuses you'd get for boosting morale would be worth it to many thousands of players. (Who'd want to pass up extra energy and charge times?) There are others that you and the others would not pass up either. Some concepts are complex, and that's what some of us pay Dan to put in (while getting GPs in return). |
Author: | Sparky [ Fri May 25, 2012 5:09 pm ] |
Post subject: | Re: The "Crew Morale" game mechanic |
Asheron wrote: (Who'd want to pass up extra energy and charge times?) Faster energy recharge rate is never gonna happen |
Author: | Delta62 [ Fri May 25, 2012 9:00 pm ] |
Post subject: | Re: The "Crew Morale" game mechanic |
-1 99% of my crew are just androids anyways. That 1% can easily be replaced by even more androids. |
Author: | Asheron [ Sat May 26, 2012 7:24 am ] |
Post subject: | Re: The "Crew Morale" game mechanic |
Sparky wrote: Asheron wrote: (Who'd want to pass up extra energy and charge times?) Faster energy recharge rate is never gonna happen Citation needed. Delta62 wrote: -1 99% of my crew are just androids anyways. That 1% can easily be replaced by even more androids. If androids can be programmed to object to controversial missions (remember the Prejoran Slave Barrier, anyone?) and have the will to leave the ship, then they can also be programmed to have morale. (Maybe their effects could be limited, but they'd still know how good or bad an event is.) A potential Research run-out plan: Have any players run out of technologies to research? If so, and you'd rather find a new tech than to give to research contracts, Morale Tech would do fine. Since there are some protests against it for now, then perhaps Morale Tech can only be made available once all other techs are finished. How does that sound instead? |
Author: | Darth Flagitious [ Sat May 26, 2012 1:04 pm ] |
Post subject: | Re: The "Crew Morale" game mechanic |
Asheron wrote: Sparky wrote: Asheron wrote: (Who'd want to pass up extra energy and charge times?) Faster energy recharge rate is never gonna happen Citation needed. Common knowledge. Dan's made the statement on several occasions that a 30 sec recharge is as far as it's going Asheron wrote: Delta62 wrote: -1 99% of my crew are just androids anyways. That 1% can easily be replaced by even more androids. If androids can be programmed to object to controversial missions (remember the Prejoran Slave Barrier, anyone?) and have the will to leave the ship, then they can also be programmed to have morale. (Maybe their effects could be limited, but they'd still know how good or bad an event is.) A potential Research run-out plan: Have any players run out of technologies to research? If so, and you'd rather find a new tech than to give to research contracts, Morale Tech would do fine. Since there are some protests against it for now, then perhaps Morale Tech can only be made available once all other techs are finished. How does that sound instead? So you basically want to turn our ships into digipets? We have to log on every 2 hours and feed them or take them for a walk or else they die.... |
Author: | Asheron [ Mon May 28, 2012 8:01 am ] |
Post subject: | Re: The "Crew Morale" game mechanic |
Darth Flagitious wrote: So you basically want to turn our ships into digipets? We have to log on every 2 hours and feed them or take them for a walk or else they die.... There's no permanent negative effect from letting your ships get disabled. Repair it, and morale gets repaired. The components would take care of those morale provisions for you; no need to keep a check on it often if you have the right components after working towards them. Some of you may not like the proposed Morale mechanic, but I don't like how some items aren't tradeable. Big deal; we each have features in the game (and not yet placed in-game) that we won't like. There isn't a game that we'll like 100% of. <s>c'est la vie</s> c'est les jeux, I suppose. |
Author: | blackfox [ Mon Jul 07, 2014 5:29 pm ] |
Post subject: | Re: The "Crew Morale" game mechanic |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Darth Flagitious wrote: Common knowledge. Dan's made the statement on several occasions that a 30 sec recharge is as far as it's going ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Author: | Toruk_Makto [ Mon Jul 07, 2014 5:33 pm ] |
Post subject: | Re: The "Crew Morale" game mechanic |
Darth Flagitious wrote: Common knowledge. Dan's made the statement on several occasions that a 30 sec recharge is as far as it's going And now it's 20 ![]() |
Author: | blackfox [ Mon Jul 07, 2014 5:35 pm ] |
Post subject: | Re: The "Crew Morale" game mechanic |
Toruk_Makto wrote: Darth Flagitious wrote: Common knowledge. Dan's made the statement on several occasions that a 30 sec recharge is as far as it's going And now it's 20 ![]() I just had too ![]() |
Author: | Toruk_Makto [ Mon Jul 07, 2014 5:37 pm ] |
Post subject: | Re: The "Crew Morale" game mechanic |
blackfox wrote: Toruk_Makto wrote: Darth Flagitious wrote: Common knowledge. Dan's made the statement on several occasions that a 30 sec recharge is as far as it's going And now it's 20 ![]() I just had too ![]() I know the feeling ![]() Anywho, I actually do like the basis for the idea. Needs work obviously, but I like it. And as far as androids go, think about Data from Star Trek. He just wants to be more human. Watch Star Trek: First Contact. |
Author: | Peticks [ Mon Jul 07, 2014 6:01 pm ] |
Post subject: | Re: The "Crew Morale" game mechanic |
If things like winning npc fights raised crew moral everyone would have it at maximum all the time anyway lol |
Author: | Toruk_Makto [ Mon Jul 07, 2014 6:21 pm ] |
Post subject: | Re: The "Crew Morale" game mechanic |
Peticks wrote: If things like winning npc fights raised crew moral everyone would have it at maximum all the time anyway lol it's have to be like 1% morale increase every 1000 NPCs or so |
Author: | Darth Flagitious [ Wed Jul 09, 2014 1:13 am ] |
Post subject: | Re: The "Crew Morale" game mechanic |
Yeah, ok, so if a change of mind after 2 years and a lack of spine when dealing with the whiners and complainers who want the game to adapt to them rather than the other way around makes you feel warm and fuzzy, more powah to ya. ![]() |
Author: | detregets [ Wed Jul 09, 2014 2:46 am ] |
Post subject: | Re: The "Crew Morale" game mechanic |
-1 Its a no from me LOL |
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