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Re: Morale, an alternative to resets

Posted: Thu Oct 26, 2006 1:49 am
by Sleipnir
TheRook wrote:
Its ok... although perhaps a slight change?

when you are hit and they take a percentage of your daily income... e.g. 10% (a big attack) the miners get upset at you letting people take their hard earned effort... because if someone were to mass you they would then open themselves up a large raid farm until your next on...

same as if the account got raided... the miners think that as you are letting the UU get stolen away they lose hope and stop digging and run off to become UU "free"

this way hopefully it wont mean people mass lowerend players with a few million miners to get a nice juicy raid target...

may need some better wording but I hope you get the idea...


while the game may be getting "dull" for the high end players I could see with your idea the lowerend ones getting stuff a bit more as its easy to do :)

nice suggestion tho :)


That sounds like a good idea. You could make it so that if you lose 10 turns worth of income, you lose 10% of your morale, or something like that.

inactice acounts DON"T have minires, all UUs they have n the day the "miners/lifers UPGRADE" come out, was changed to miners!
i do thing u r bee selfish, u need take all FARMS, just for raid they miners ONCE time, this upgrade is pointless, NOT GOOD IN ANY ASPECT!

u wanna one alternatice for RESET, go rais like crazy to be BIG, i know i did! or go play quamtum! or chaos!


I believe there are inactives who have quit AFTER the miner update. So as some inactive farms may be taken out, there will still be others left. Besides, with incomes continually growing, the oldest farms will become ever more useless. Who needs a farm with 5000 units that generates enough naq for an attack once every 3 months? A long time ago there was a call to delete inactive accounts after so much time. Well, maybe a script can be built in that marks an account as inactive as soon as its morale hits 0. At that point an email is sent giving the user a warning to fix his morale within a month, or maybe 2 or whatever sounds reasonable. If they fail to do so, total rebellion will ensue, leaving nothing of the realm but smoking rubble. In other words, the account will be deleted. Sure, this leaves fewer farms. At the same time, it forces people to go after live bait, which makes the game more interesting.

Posted: Thu Oct 26, 2006 2:06 am
by Zeratul
sounds like a good idea...

but there is the above mentioned problem with there being no farms afterwards for the weaker players to attack... perhaps there should be a different sort of change after morale drop? like 2/5ths of miners lost become untrained, 2/5ths becoming lifers and 1/5 running away (dissapearing)? this would make farms still be around, would make it important to remain active, and would make the change to lifer cost higher...

the story/reasoning behind each conversion type is:
miners --> uu: some miners become discouraged from low morale, and refuse to work
miners --> lifer: some miners work even harder to make up for the low morale, and want to make an example to the rest...
miners --> nothingness: some miners become so disspirited that they either take their own lives, or run away through the stargate...

Posted: Thu Oct 26, 2006 5:51 am
by Zasz
this was an interresting idea, Zeratul. About some miners running away, some working harder and some becoming dispirited and "quitting" in the mines. However, how would that make the cost of lifers higher? From my point of view, it seems like it would make the cost of lifers lower. Please elaborate.

Posted: Thu Oct 26, 2006 5:57 am
by Zeratul
the cost would rise since the player would loose 1/5th of their miners...

Posted: Thu Oct 26, 2006 6:54 am
by Zasz
point taken, it seems quite logical when you put it this way