Close Combat has an interesting twist on the morale thing. Morale is boosted by things such as proximity to commanding officers (esp. those with good leadership), friendly armor, cover, etc. If an individual''s morale falls too far, he may run screaming away from the battle.
Also, you are commanding by way of suggestion in a lot of the situations in the game. You can tell a group of soldiers to go someplace dangerous and they may just flat out refuse and tell you that they can''t go there.
Harpoon II (was a fantastic game I would like to see someone resurect!) had some of the lines of communications issues. If you didn''t have a data link to a unit, you couldn''t see their recon. Also, there was a more hands off approach to combat. You often didn''t tell them to do specific unit attacks... you told them to do a mission in this area or protect this area, etc. The AI was really decent for the time that it was out (93/94?) and the complexity of the game.
I DO like the direction you are going with this, though.
Dave Mark
Intrinsic Algorithm Development
"Reducing the world to mathematical equations!"
A new style of RTS?
Dave Mark - President and Lead Designer of Intrinsic Algorithm LLC
Professional consultant on game AI, mathematical modeling, simulation modeling
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"Reducing the world to mathematical equations!"
Saw a really interesting Nova show yesterday about how much emotion controls our reasoned actions.
The most interesting part was where they described that certain areas of the brain deal with certain emotions and that when one of these areas is blocked for some reason, the brain is unable to create the emotion that was located in that area.
Anyway, it came down to the fact that we have a part in our brain that controls reasoning, and parts that control emotions. They work together in our everyday life 24/7. Every decision you make that is not 100% logical is made with help from the emotional brain. People who for some reason lose control of the emotional part of the brain are left with a life where they can make no decisions. Imagine going to a store to buy product A. Reason will tell you ''I need product A. I only have this much money.'' But unless you know that one brand is statistically better than another brand, the emotional brain will make the final decision of which brand to buy. And when the product is satisfactory, the emotional brain will store that information so that when you have to make the same decision later on, it will send your brain a pleasant stimulant, making you pick that same brand again.
Okay, now, in RTS games, we usually assign certain abilities to units. Most of them are physical, some are mental. Strength, speed, health etc are obviously physical. Morale and intelligence are mental. If we want to design an RTS where the units themselves make a lot of decisions, we can use intelligence for that task. A unit will see two oncoming enemies, deduct which one is stronger, which one is weaker, calculate its chances of survival against either enemy, figure out if it can count on backup, choose a weapon etc. All sorts of decisions based on reason. During the fight, or even already before, morale can play a part. If the unit is losing, a failed roll for morale might make the unit flee. Still, the emotional part of a unit is pretty simple if we let it be just a morale check. There are so many more emotions that could play a role in combat.
Fear: what does the unit fear? (goblins) When does this fear come into play? (when faced with more than one enemy goblin) Can the unit overcome this fear? (only when enough friendly troops are nearby) What happens when the unit is overcome by fear? (he runs away)
Anger: what makes the unit angry? (seeing an orc kill a friendly unit) What happens when the unit gets angry? (he will focus on the enemy unit that caused the anger and not rest until that unit is dead)
Sorrow: what makes the unit sad? (seeing a friendly unit that he knows fall in combat) What happens as a result of this sadness? (the unit will falter in combat)
Bloodlust, joy, love, bravery, etc. There are tons of emotions that we might be able to use in an RTS game, giving units a chance to use more than just their reasoning to make decisions.
How much of an impact emotions have could depend on the individual units. Experienced fighters will be able to push their emotions aside, having been there, and having done that. Rookie fighters will be easily overcome by their emotions, perhaps running away at the first sight of blood.
I guess the emotionas would be part of a detailed morale system.
Just tossing some out there...
The most interesting part was where they described that certain areas of the brain deal with certain emotions and that when one of these areas is blocked for some reason, the brain is unable to create the emotion that was located in that area.
Anyway, it came down to the fact that we have a part in our brain that controls reasoning, and parts that control emotions. They work together in our everyday life 24/7. Every decision you make that is not 100% logical is made with help from the emotional brain. People who for some reason lose control of the emotional part of the brain are left with a life where they can make no decisions. Imagine going to a store to buy product A. Reason will tell you ''I need product A. I only have this much money.'' But unless you know that one brand is statistically better than another brand, the emotional brain will make the final decision of which brand to buy. And when the product is satisfactory, the emotional brain will store that information so that when you have to make the same decision later on, it will send your brain a pleasant stimulant, making you pick that same brand again.
Okay, now, in RTS games, we usually assign certain abilities to units. Most of them are physical, some are mental. Strength, speed, health etc are obviously physical. Morale and intelligence are mental. If we want to design an RTS where the units themselves make a lot of decisions, we can use intelligence for that task. A unit will see two oncoming enemies, deduct which one is stronger, which one is weaker, calculate its chances of survival against either enemy, figure out if it can count on backup, choose a weapon etc. All sorts of decisions based on reason. During the fight, or even already before, morale can play a part. If the unit is losing, a failed roll for morale might make the unit flee. Still, the emotional part of a unit is pretty simple if we let it be just a morale check. There are so many more emotions that could play a role in combat.
Fear: what does the unit fear? (goblins) When does this fear come into play? (when faced with more than one enemy goblin) Can the unit overcome this fear? (only when enough friendly troops are nearby) What happens when the unit is overcome by fear? (he runs away)
Anger: what makes the unit angry? (seeing an orc kill a friendly unit) What happens when the unit gets angry? (he will focus on the enemy unit that caused the anger and not rest until that unit is dead)
Sorrow: what makes the unit sad? (seeing a friendly unit that he knows fall in combat) What happens as a result of this sadness? (the unit will falter in combat)
Bloodlust, joy, love, bravery, etc. There are tons of emotions that we might be able to use in an RTS game, giving units a chance to use more than just their reasoning to make decisions.
How much of an impact emotions have could depend on the individual units. Experienced fighters will be able to push their emotions aside, having been there, and having done that. Rookie fighters will be easily overcome by their emotions, perhaps running away at the first sight of blood.
I guess the emotionas would be part of a detailed morale system.
Just tossing some out there...
You either believe that within your society more individuals are good than evil, and that by protecting the freedom of individuals within that society you will end up with a society that is as fair as possible, or you believe that within your society more individuals are evil than good, and that by limiting the freedom of individuals within that society you will end up with a society that is as fair as possible.
Silver-
Some interesting thoughts, and I sort of had a similar idea. I thought that there would be several components that would affect a units morale. These would include both Discipline rating as well as a Courage rating. I think there is a difference between the two. Discipline means being able to follow your orders no matter how you feel...whether you are frightened or angry or sad. Courage however mainly just deals with a unit''s overall raw ability to withstand fear, not necessarily anger. Take for example Southern troops during the Civil War. The majority of these troops had a far greater Courage factor than Northern troops, although their discipline scores were not necessarily any higher. There was a famous unit called the Louisiana Tigers that was known for making near suicidal charges, but they would also frequently act on their own impulse, much to the chagrin of their officers (they actually raided a train station once after kicking out the defenders...instead of following up to not allow the Union troops to reorganize). So this unit had tremendous Courage, but very poor discipline.
I think a good morale system needs to take lots of factors into consideration:
1) Quality of Leader: Would you follow this leader to hell and back, or do you want to frag him in his sleep?
2) Distance from next friendly unit: Knowing you are far away from help makes things scarier
3) Seeing other friendly units route or break: Seeing half of your Army route doesn''t do wonders for your morale
4) Overall odds: IS the unit going up against a Poodle, or a Pit Bull Terrier?
5) Distance from base or supply lines: Knowing you have a long way from your base can be good or bad. Sort of like how Cortez burned his ships to spur his troops on
6) Mission Severity: Is it a simple seek and destroy, or a last stand at the bridge? You won''t stick your neck out if the mission doesn''t really matter.
7) Fatigue: the more tired you are, the weaker your will and resolve
These are just a few small things that I can think of off the top of my head. And like I said, the internal characteristics of the unit itself also come into play. I see morale as a fluctuating score, but characteristics like Discipline and Courage are relatively static. Most wargames have morale conditions like Confident, Steady, Shaken, Broken and Routed. Depending on the level of your morale, certain actions become more or less diffucult to do. Morale checks also have to be made at certain times...for example, when charging a unit, or being charged. SO it''s not necessarily true that a unit won''t obey at all, but there might be a delay, or it may not be as effective.
Some interesting thoughts, and I sort of had a similar idea. I thought that there would be several components that would affect a units morale. These would include both Discipline rating as well as a Courage rating. I think there is a difference between the two. Discipline means being able to follow your orders no matter how you feel...whether you are frightened or angry or sad. Courage however mainly just deals with a unit''s overall raw ability to withstand fear, not necessarily anger. Take for example Southern troops during the Civil War. The majority of these troops had a far greater Courage factor than Northern troops, although their discipline scores were not necessarily any higher. There was a famous unit called the Louisiana Tigers that was known for making near suicidal charges, but they would also frequently act on their own impulse, much to the chagrin of their officers (they actually raided a train station once after kicking out the defenders...instead of following up to not allow the Union troops to reorganize). So this unit had tremendous Courage, but very poor discipline.
I think a good morale system needs to take lots of factors into consideration:
1) Quality of Leader: Would you follow this leader to hell and back, or do you want to frag him in his sleep?
2) Distance from next friendly unit: Knowing you are far away from help makes things scarier
3) Seeing other friendly units route or break: Seeing half of your Army route doesn''t do wonders for your morale
4) Overall odds: IS the unit going up against a Poodle, or a Pit Bull Terrier?
5) Distance from base or supply lines: Knowing you have a long way from your base can be good or bad. Sort of like how Cortez burned his ships to spur his troops on
6) Mission Severity: Is it a simple seek and destroy, or a last stand at the bridge? You won''t stick your neck out if the mission doesn''t really matter.
7) Fatigue: the more tired you are, the weaker your will and resolve
These are just a few small things that I can think of off the top of my head. And like I said, the internal characteristics of the unit itself also come into play. I see morale as a fluctuating score, but characteristics like Discipline and Courage are relatively static. Most wargames have morale conditions like Confident, Steady, Shaken, Broken and Routed. Depending on the level of your morale, certain actions become more or less diffucult to do. Morale checks also have to be made at certain times...for example, when charging a unit, or being charged. SO it''s not necessarily true that a unit won''t obey at all, but there might be a delay, or it may not be as effective.
The world has achieved brilliance without wisdom, power without conscience. Ours is a world of nuclear giants and ethical infants. We know more about war than we know about peace, more about killing than we know about living. We have grasped the mystery of the atom and rejected the Sermon on the Mount." - General Omar Bradley
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