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Idea: Realm Happiness

Posted: Sat May 05, 2012 11:05 pm
by Tekin
This is a throwback to an earlier era of quantum, but this notion of happiness is rather different in calculation and consequences (being an alternate reality).

An interesting twist on a future era of the game might be 'realm happiness,' as an unranked stat. When player A attacks player B, B's realm happiness is higher, some of their attack units will defect (likewise, spies may defect in covert operations). The defending player's units do not defect, not being in the realm.

For an example:

defectors = sqrt(defender's happiness/attacker's happiness) * random number on (0,0.1) * attackers

So, if the defender has twice the happiness of the attacker, attacks with 1,000,000 attackers and the random number is .05, 70,710 attack units defect. The number of defectors who successfully join the other side is a function of the defense and attack stats (if the defense creams the attackers, all of the units might make it - in the reverse, maybe they are all killed).

So, what determines happiness?

Workload - you now have a statistic similar to paying your officers which sets what percentage of time your population works. If this is set to 70%, your income will be 70% that of normal, your maximum number of available attack units will be 70% of normal, as will your covert and anti-covert. Only defense will remain the same. The lower this is, the happier your populous, but the weaker your realm. It is possible to go anywhere (in intervals of 10) from 10% to 110%, with 110% seriously crashing your happiness and making any aggressive action foolish, but helping you raise money quickly and enhancing your defense. This setting is a 24 hour commitment.

Entertainment - You have your entertainment tech (circuses for example) which automatically increase your happiness. Basically like in era 14.

Unskilled workers - the happiness of any population depends on the number of unskilled people available to cook fries and burgers. If your untrained population goes too low as a percentage of your population, happiness drops.

Success - Attacks themselves do not upset people in this militaristic world. Losing does. What percentage of your encounters have been victories lately? (this is a balancing feature - units will not defect to an inactive account which is farmed regularly and has no success to speak of).

Bailouts - Donations to the public in this era will either help you or hurt you, depending on the perceived financial status of your realm. If you are rich (in proportion to the size of the bailout), payoffs make the people happy. If you are poor, it hurts your happiness.

Re: Idea: Realm Happiness

Posted: Sat May 05, 2012 11:06 pm
by Juliette
*likes*

Re: Idea: Realm Happiness

Posted: Tue May 08, 2012 7:22 pm
by HippyFool
Your idea seems well thought out and interesting. It is a shame that more people do not make detailed suggestions like this one.

One of the main problems is that lot's of the suggestions posted are never read by admin!

Re: Idea: Realm Happiness

Posted: Wed May 09, 2012 4:53 pm
by GhostyGoo
=D>

Awesome! Circuses, Fries, Burgers....i LOVE how you have thought this through :)

Even if Admin never reads it (which would be criminally insane), i read it and utterly enjoyed it.

Cheers!

Re: Idea: Realm Happiness

Posted: Sat May 12, 2012 5:00 pm
by Sadow
i could play with that... :-D

Re: Idea: Realm Happiness

Posted: Mon May 14, 2012 1:18 pm
by Forum
admin will certainly never see this ;)

ok - for the idea of 'workload' alone you win.
era of hedonism it is!!!!

Re: Idea: Realm Happiness

Posted: Mon May 14, 2012 1:21 pm
by Juliette
Forum wrote:admin will certainly never see this ;)

ok - for the idea of 'workload' alone you win.
era of hedonism it is!!!!
Rockstar admin. :-D
Great. That was a good era. :D

Re: Idea: Realm Happiness

Posted: Tue May 15, 2012 12:31 am
by Tekin
Great!
And thanks for the positive feedback, everyone.

Re: Idea: Realm Happiness

Posted: Thu May 17, 2012 8:06 am
by GhostyGoo
"being assimilated into the defenders warm embrase of gooey happiness..."

*chuckles*

Re: Idea: Realm Happiness

Posted: Mon May 21, 2012 3:50 am
by arby
top naq gainers list would be goo if you could change from naq avarage rank and cycle through the turns used, and total naq

Re: Idea: Realm Happiness

Posted: Fri Jul 13, 2012 6:58 pm
by Hermes
Juliette wrote:*likes*

agree

Re: Idea: Realm Happiness

Posted: Fri Jul 13, 2012 7:46 pm
by Veeruz
happiness ? so confusing ,
yes it's a good idea but will not suit for all player .

simple is a must .