Topic: Morale for Ops
General discussion for how the changes effected Spec Ops and Magic
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General discussion for how the changes effected Spec Ops and Magic
it enabled people in SN to stay low and load up with wizzies and opp people 20 times.
Will keep this short and just give my opinion:
- Morale for attacking and opping should be different.
- Different types of ops should cost different amounts of morale
Might add some things later, can't think of others atm.
it enabled people in SN to stay low and load up with wizzies and opp people 20 times.
As long as you build half decent op defense this isn't an issue
I think this one is very tricky balancing with attacking. It makes it very difficult to do both and be successful and makes the small opper an even more valuable asset to any fam. Also makes it a little more boring than it already is for high pcount bankers and ressors
as they are very limited in the amount of ops they can perform and on whom..
So far from what I've seen, heard, and done myself the issue with morale for ops is more in people trying to play the same way they did before this was implemented, and not necessarily a lack of balance in the change itself.
If you're a big banker or resourcer, you're going to have trouble effectively casting cpffs on mid-small attackers for your attackers, and the traditional "hey guys retake everything you can" role during wars for these players is less of an option (it was boring as hell anyway)...but you can be very effective at casting ops and/or helping with raids against an opposing families top bankers/poppers.
I definitely can think of a few tweaks that could be made, but in a lot of cases it's going to require adaptation from players...and since trying to change up the game a bit was kind of the point I don't see this as a bad thing.
I don't know how people played before, it has been a very long time but i totally agree.
I feel like I'm in the dark in regards to agent/wiz nw ratio success rates on spells/ops. This information seems to be unavailable and should be.
The system worked OK enough for FM in SB but this is a major problem in SN. Morale for spells should not be unless youbmaking SN a training gal. In that case we need to get a hardcore gal where this morale stuff is not an issue
Not a fan of morale for ops, I was getting attacked by one guy and opped by another and could only return the favor to one of them.
Note : there's a thread set up for discussion that is specific to SN
Well in SN I believe the morale ratio constitutes morale constraints to both the family and the empire. But in SB your multiplayer families are there. This should be vice versa. If your apart of a family then it should cost more for opping the smaller family not the smaller player. As wise. If your in a single player gal that is practically hard core (atm) then you should just leave the morale constraints alone, that is because family/player empire are one and same! So it makes.no sense.
Also opping in single man galaxy rocks when your op larger opponents who want to bully you...
Not a fan of morale for ops, I was getting attacked by one guy and opped by another and could only return the favor to one of them.
Mr.hugelasertraps
Seriously, blocking 1 portal and doing 1 infiltrate on another person took me down to 6 morale?
2 investigate portals and 2 attacks and down to 20% morale, its eating to fast the morale ![]()
for 1 opps mostly lose 65% morale so its not working
Morale Cost: 70 for 1 opp
Seriously, blocking 1 portal and doing 1 infiltrate on another person took me down to 6 morale?
You know how much morale you'll lose from an op before you cast the op. If you're opping someone that requires 52 morale per op, you're focusing on someone who's at best 1/3 you're size. These changes were brought around to prevent attacking someone that much smaller than you. If you're trying to clear your core, they shouldn't have had time to get portalled to begin with.
The system worked OK enough for FM in SB but this is a major problem in SN. Morale for spells should not be unless youbmaking SN a training gal. In that case we need to get a hardcore gal where this morale stuff is not an issue
Supernova is a training galaxy. That might help you a bit there.
for 1 opps mostly lose 65% morale so its not working
Morale Cost: 70 for 1 opp
You know the cost before. If you are trying to op someone that requires that much morale you need to look for a bigger target.
WeirdWaldo wrote:Not a fan of morale for ops, I was getting attacked by one guy and opped by another and could only return the favor to one of them.
Mr.hugelasertraps
Haha yeah I was trying to get a foothold in that area :-)
I only had about 880 lasers on it ![]()
GL. Crimson and Carol pretty vicious with core defense. Active aggressor's summeria and freeze to the S and SE might make it so. ![]()
I like hunting for large targets around my size, networth and range before I start hitting them. If its not that far anyways. Some people never give up but others give me reason to keep off the balls of my feet.
It's a wonderful new tactical advantage or disadvantage that people could manipulate....
I really dislike the change. Being unsure of how the costs are computed I can't give a good analysis about that, but I'll say they seem much too high in general. It makes no sense IMO to further constrain morale like this. There is an illusion of having to 'balance' your ops and attacks now. I'd argue that in general you've just eliminated the possibility of certain roles doing any ops at all (attackers, large bankers) because it's no longer worth the morale cost to ever use them. But hey, now we can justify a small dedicated op player that does nothing the whole round but stay small and do ops...!
Nah
I would implement a hard cap for different level of ops. Worse ops (that cause damage to a player in some way) would have a higher max morale cap such as 50 morale loss even to the widest of nw/size margins. Information ops would have a hard cap of 10-20 morale. That way you can keep tabs on some small son of a bitch trying to core you before you waste 100 morale removing him. If he's not porting, he's not a threat yet and can better time your removal of him before he ports.
Also, since morale is tied to ops AND attacking, remove the 5 morale planet limit bonus per player. 1 player won't be stocked up on these now that moral planets would benefit all players in a family and not just attackers.
I think there should be a limit on how much a op costs you as big bankers / resources become bored when it costs nearly all there morale to do 1 op on someone, I understand why this morale formula was introduced but ATM it's making people get bored quicker resulting in them going in-active as there is nothing for them to do apart from send aid
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