Morale

Published January 02, 2008
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I finished up Sphere Affinity for now and I'm moving on to Morale. Morale is linked to sphere affinity and the negative implications for using more than one spell sphere.

I "borrowed" my concept of morale from Heroes of Might and Magic. Basically how it works is for every sphere of creature currently in battle there is a 5% greater chance that each creature may miss a turn because of low morale. There is also a chance to gain an extra turn because of high morale.

When you first summon a creature there is a 5% chance to gain an extra turn because of high morale (105 morale score). Now if you summon any other creatures from the same sphere they will also have a 5% chance each turn to gain another turn. It doesn't matter how many creatures of the same sphere are on the field...just how many spheres are in play.

Now, if you have two spheres on the battlefield (like Fire and Life) then your morale score goes down to 100 (there is only 1 morale score for the entire army). At 100 your there is no chance for good or bad morale.

If you summon a third sphere it will go down to 95 and now there will be a 5% chance to lose a turn because of poor morale. And it continues to go up or down by 5 depending on how many spheres of creatures you have in play.

One other factor in this is characters summoning creatures. Remember, characters can summon creatures and rune summon creatures. Creatures summoned by other creatures or immortals also play into morale. This means a wizard summoning a Wall of Stone would be brining in an earth creature that may add to the # of spheres in play.

And one final note. Immortals do not have spell spheres. They, unlike creatures are unaffected by sphere affinity and they do not lower morale when summoned. This is important when taking into account the overall concept/integration of morale and sphere affinity and its positive/negative affects of using various rune spheres.
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LachlanL
Heya.

Just thought I'd mention: the 105 morale score sounds a little confusing to me (if this is what you're going to show the player). Why don't you just start it at 10% and then have it go down or up as the number of spheres changes? That way, at any time the player can look at it and go "at this point I have x% chance of gaining/losing a turn".

That's my $0.02AUD anyway. [grin]
January 03, 2008 03:31 PM
Pluvious
Quote:Original post by LachlanL
Heya.

Just thought I'd mention: the 105 morale score sounds a little confusing to me (if this is what you're going to show the player). Why don't you just start it at 10% and then have it go down or up as the number of spheres changes? That way, at any time the player can look at it and go "at this point I have x% chance of gaining/losing a turn".

That's my $0.02AUD anyway. [grin]


WEll, my idea was to put the morale score 1st and then put the % in () with a positive/negative color indicator.

So, I was going to start the score at 105. And it would look like 105 (5%). With the 5% in yellow meaning positive.

Is this ok? I kind of need a score but I could just leave the score out and just have the percentage but it might help those players inclined to see the actual morale # (to calculate how much it goes up/down when that add/remove spheres).
January 03, 2008 04:04 PM
LachlanL
I'm sure it's fine either way, but does the 105 actually mean anything to the player? I mean, does it add usability/usable information, or is it just clutter?

What I'm getting at is: does having the 105 there as well give the player new or different information than they would have with just the %?
January 03, 2008 05:58 PM
Pluvious
Quote:Original post by LachlanL
I'm sure it's fine either way, but does the 105 actually mean anything to the player? I mean, does it add usability/usable information, or is it just clutter?

What I'm getting at is: does having the 105 there as well give the player new or different information than they would have with just the %?


Yeah, I should change it a bit. I had 100 in mind to match up with sphere affinity (also starts out at 100).

Maybe I should change them all to 0. It makes more sense. Then if it goes negative it would look like this I guess...-5 (5% --in red color), if positive it would be 5 (5%--in yellow color).

Yes, the number itself is important (not just clutter). I think it helps to see an actual score.
January 03, 2008 06:28 PM
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