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Morale, an alternative to resets
Posted: Tue Oct 10, 2006 4:14 am
by Sleipnir
OK, what I'm suggesting here is an alternative to the cries for a reset, and a fix for the claims of never being able to keep up with the top players.
A realm morale score.
-A score of 0-150%
-When the percentage of miners plus lifers in your total army size exceeds the morale score, miners will start to throw down their tools. -Every turn 0.1% of the difference between current percentage and morale score will return to untrained.
-Morale gets boosted whenever you win a battle.
-Morale drops whenever you lose a battle.
-Tougher battles should give better morale bonuses, so some rank modifier should be included.
-Letting your minions share in the spoils does wonders for your morale. You can buy 1% of morale at a price of 10 naq per head of your population.
-Morale drops 0.5% each turn.
Example: (numbers may need more tuning)
Total Fighting Force 2,446,482
MineSlave(Lifers) 2,055,686 (214,600)
Percentage of army size 84%
Say morale is at 100%, we'll neglect it for a day. That's a 24% drop.
Now we're at 76%, which is below the required. We're 196359 miners over the limit. At this point, 196 get untrained each turn.
Now let's say we got massed, and morale has dropped to zero. We're then 2,055,686 miners over the limit, so we lose 2,055 per turn. This is bad so we better start to recover it soon. To buy it back up to 100% would cost 100 * 24,464,820 which is around 2.4B. Or we could go and fight some battles of our own, win some naq, take some revenge and improve morale as we go.
So, what's the point?
It gives an opportunity to open up new targets for raid. Dead accounts will soon be at morale 0, losing miners every turn. By massing someone you will force them to pay a costly morale bill, get back in the game immediately, or risk losing a lot of miners as well.
More importantly, guess what this will do to a player with 50M units. Even a 0.1% untraining rate will cost them 50k miners per turn after their morale has been killed. Their defense gone, this opens up a massive raid target. So it's likely that the top players will become way more attractive as targets. Possibly this will start up some wars in the higher echelons, changing the environment from stat-building to some real action. In the meantime, smaller players may be able to pick up some scraps of their own, catching up with the top. After which of course they also become targets. As a whole this should make the game more dynamic, by providing a way to stop the stat-builders. Of course, the intention is not to make it possible to undo years of work in a matter of hours but it does make you continue working if you want to keep the results.
As a final bonus, this may make the entire plague update unnecessary. Cause if there's people with 50M+ armies, it's likely someone wants a piece of that. So there's no need for the game to script in a limit of growth, the universe will take care of it.
Posted: Tue Oct 10, 2006 5:08 am
by Balladbird
Well this idea would help weaker players catch up, but I started a year after this game began and I dont feel like I need advantages to give me help, hell if u raid enough you can get millions of UU in a few days. Its all about motivation and patience.
Posted: Tue Oct 10, 2006 7:18 am
by madcat
sounds like a lot of coding.....but i love it!!!!
i think this is one of the best ideas for the game i've read in a LONG time, nice one sleipnir.
it would also sort out those who only sell resources for $$ to an extent, because now they will have to play the game (to keep morale at a decent level) and if they dont play, all their miners go 'bye bye' lol
i agree with Balladbird that most of the n00bs complaining that they cant compete, just need to be educated in playing the game at times, but i really do think this is a much needed update

Posted: Tue Oct 10, 2006 7:22 am
by urogard
great idea. would help people alot.
although i agree with the others. if you work on your accounts you can catch up with 95% of the active players rather quick
Posted: Tue Oct 10, 2006 8:43 am
by Grand Admiral Martin
i voted for the cap to stay, there are ways around it.
Posted: Tue Oct 10, 2006 5:22 pm
by Dagr
i really think it should b left the way it is
Posted: Tue Oct 10, 2006 6:28 pm
by ??????????
Qball wrote:It sounds like fun! After all, in the Stargate movie, Ra had to deal with miner rebelions. As long as our miners don't try to destroy us or leave alltogether, it would make the game a little more real.
Posted: Wed Oct 11, 2006 5:35 am
by J.S.
This is a fantastic Idea.. Also becuase Miners cant be killed/raided your could mass one of the bigger players with say 40 million miners and raid him to death for a few hours..
I really like this.. well done man lets hope admin feel the same way.. And get cracking on it..

Posted: Wed Oct 11, 2006 8:19 am
by Sleipnir
?????????? wrote:Qball wrote:It sounds like fun! After all, in the Stargate movie, Ra had to deal with miner rebelions. As long as our miners don't try to destroy us or leave alltogether, it would make the game a little more real.
They won't destroy you. They may however decide to leave altogether with the next raiding party that comes in.
Emperor Martin wrote:i voted for the cap to stay, there are ways around it.
Sure there's a way around it. But there's more to this suggestion than just the cap part. Wouldn't it be nice to be able to
really hurt some of the bigger players? Instead of just watching them grow beyond control and being unable to do anything about it? Right now the only option is to catch up. It would be more exciting to be able to bring "them" down while you're at it.
Posted: Wed Oct 11, 2006 8:58 am
by Firecracker048
i agree. this i a very good idea and i like it

Posted: Wed Oct 11, 2006 11:51 am
by PSICOLIX
sorry dude, crap idea!
Dead accounts will soon be at morale 0, losing miners every turn. bye to all farms! that not good at all!
As for HURT the big playrs, try mass a 300 BILL defence, u will lost at "least" 750k UUs in that fight, so no1 will mass nobody for 50k a turn!
and again, the system is perfect, u can still grow, but its harder. i know i already have a plan to reach 175 MILL army in 14 WEEKs. u can grow, u just need to be smart!
Posted: Wed Oct 11, 2006 7:15 pm
by Rukia
wat do noobs farm then? if all the old farms go dead then there is no one for a noob to farm but other noobs...
Posted: Thu Oct 12, 2006 2:40 am
by Sleipnir
Shizune wrote:wat do noobs farm then? if all the old farms go dead then there is no one for a noob to farm but other noobs...
Hmmmm, well I mentioned miners untraining, but I didn't mention lifers. So there will always be some left.
Also they'll still have UP, so there will still be UU. So noobs can still raid dead farms for units which is more valuable than naq. Besides, would it be so bad to force people to go after live people? Things should be a lot more interesting.
Posted: Fri Oct 13, 2006 6:08 am
by PSICOLIX
Sleipnir wrote:Shizune wrote:wat do noobs farm then? if all the old farms go dead then there is no one for a noob to farm but other noobs...
Hmmmm, well I mentioned miners untraining, but I didn't mention lifers. So there will always be some left.
Also they'll still have UP, so there will still be UU. So noobs can still raid dead farms for units which is more valuable than naq. Besides, would it be so bad to force people to go after live people? Things should be a lot more interesting.
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!
Re: Morale, an alternative to resets
Posted: Fri Oct 13, 2006 6:49 am
by TheRook
Sleipnir wrote:OK, what I'm suggesting here is an alternative to the cries for a reset, and a fix for the claims of never being able to keep up with the top players.
A realm morale score.
-A score of 0-150%
-When the percentage of miners plus lifers in your total army size exceeds the morale score, miners will start to throw down their tools. -Every turn 0.1% of the difference between current percentage and morale score will return to untrained.
-Morale gets boosted whenever you win a battle.
-Morale drops whenever you lose a battle.
-Tougher battles should give better morale bonuses, so some rank modifier should be included.
-Letting your minions share in the spoils does wonders for your morale. You can buy 1% of morale at a price of 10 naq per head of your population.
-Morale drops 0.5% each turn.
Example: (numbers may need more tuning)
Total Fighting Force 2,446,482
MineSlave(Lifers) 2,055,686 (214,600)
Percentage of army size 84%
Say morale is at 100%, we'll neglect it for a day. That's a 24% drop.
Now we're at 76%, which is below the required. We're 196359 miners over the limit. At this point, 196 get untrained each turn.
Now let's say we got massed, and morale has dropped to zero. We're then 2,055,686 miners over the limit, so we lose 2,055 per turn. This is bad so we better start to recover it soon. To buy it back up to 100% would cost 100 * 24,464,820 which is around 2.4B. Or we could go and fight some battles of our own, win some naq, take some revenge and improve morale as we go.
So, what's the point?
It gives an opportunity to open up new targets for raid. Dead accounts will soon be at morale 0, losing miners every turn. By massing someone you will force them to pay a costly morale bill, get back in the game immediately, or risk losing a lot of miners as well.
More importantly, guess what this will do to a player with 50M units. Even a 0.1% untraining rate will cost them 50k miners per turn after their morale has been killed. Their defense gone, this opens up a massive raid target. So it's likely that the top players will become way more attractive as targets. Possibly this will start up some wars in the higher echelons, changing the environment from stat-building to some real action. In the meantime, smaller players may be able to pick up some scraps of their own, catching up with the top. After which of course they also become targets. As a whole this should make the game more dynamic, by providing a way to stop the stat-builders. Of course, the intention is not to make it possible to undo years of work in a matter of hours but it does make you continue working if you want to keep the results.
As a final bonus, this may make the entire plague update unnecessary. Cause if there's people with 50M+ armies, it's likely someone wants a piece of that. So there's no need for the game to script in a limit of growth, the universe will take care of it.
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
