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purerogue3

 
  
Known Hero
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posted July 24, 2025 06:07 PM |
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Morale - broken concept?
With the obligatory "back in KB", dwellings were on the map and not all aligned in a town, so you had to mix and match to get morale benefits, even if the the "native terrain" was purely cosmetic.
Since all creatures from all towns are of the same alignment, the penalty against mixing is direct, brutal, and not enjoyable because it simply states "thou shalt not mix"
Therefor, nothing would be lost from eliminating the whole idea, because starting in the same town by nature means they are easier to collect, so why should they have a morale bonus?
So, the proper way to implement this is to have differing alignments within the same town, so there can be opportunisitic synergies as you uncover the map, rather than the stale way it is played now where you keep the same army throughout, unless you stumble upon a sufficienlty large group (with dimplomacy) of others (another design flaw because higher levels are too powerful).
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baronus

 
     
Legendary Hero
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posted July 24, 2025 06:24 PM |
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Mixed morale in one city? Complely crazy gameplay. No it works. You must calculate - have 2 strong units from other city or highest morale but only one aligment. Your choice. I think IT should be usually statistics like 4 Basic skills. 6 Basic skills id0s best solution.
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purerogue3

 
  
Known Hero
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posted July 24, 2025 06:50 PM |
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Morale should be a big thing for a peasant - it can destroy a dragon. But a dragon should never get morale - so should necro be able to get morale again? (even though it doesn't sound right)
Implicit in it was that necro was OP to start with (vampires) and even in KB with ghosts
Morale scale with unit level should be fun
Do you want the highly trained professional army or the easily roused fanatics? steady performance vs can overcome great odds?
increase in volatilty = proper use of 'morale'
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Hourglass

 
    
Supreme Hero
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posted July 24, 2025 10:13 PM |
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I agree on a base level; there could be improvements.
I would still say the random morale proc is probably one of the best things that was implemented for the neutral guards. Without that the battles are super predictable and don't really challenge the player for a long period of time. The unexpected double turn is needed to keep the battles interesting and players on their toes. Sure, this type of effect could be implemented without morale.
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purerogue3

 
  
Known Hero
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posted July 24, 2025 10:21 PM |
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Supposedly VCMI has an improvement in randomness somewhere but I haven't tried it yet.
If so, it would make morale playable for once.
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