Pre-Read Notice
My hopes with this idea is that some form of group morale will be implemented. The following feature is only an example of what I am wishing to find in the game. Any variation of it, whether large or small, minute or extravagant, would make me happy to see.
Summary:
In reality, the individuals of any group have their own needs and desires to be fulfilled. For every action there is a reaction, and for all inaction there are consequences. When morale satisfaction is not met there are varying negative factors in future decisions.
If Tom gets his leg devoured by a cannibal, he will not be what you would call a happy camper. His morale would be in the gutters and his will to perform your commands would be diminished. If a beak thing comes along and stomps on Joe's face, ultimately killing him, a net reduction of everyone's capacity to perform their duties could be expected (5% slower at everything work-related).
Squad members would approach the group with their wants/needs in the form of a mission, and completion of these events could prevent unfortunate events occurring from within the squad, along with raising morale.
Such a function would create a deeper immersion factor of the game, which is maintenance of the squad. It would require a degree of "leadership" on the players part. Do you decide to help Sally free her brother from prison in <insert city here>? If not, Sally might leave the group to do it herself, never to return after her foreseeable demise. (Of course, such an extreme action would come after multiple "morale missions" have been rejected, or a hard hit to an already low morale. These missions would be an uncommon event, as most who would join your group have no current life goals other than what you create for them.)
Features:
-Morale gauge of members in the squad. A scale of 0-100 for example. Getting a limb cut off would be a huge hit to morale, as would a death of someone within the group.
-Uncommon occurrence of individual member missions. Could range from prison break to making them a bed for them to sleep on, rather than the cold floor.
-Consequences and reactions to what the player decides to do. Ignoring everyone would be bad leadership, and therefore many would leave on their own volition.
-Would require the player to take care of his members and not just toss them to the wolves without any care in the world. Running at a bunch of starving bandits would no longer be a fool-proof way to grind up your fighting skills. Recuperation would be a necessity, both mentally and physically.
Final Note:
Any feedback or additions to the idea would be appreciated. I simply want a squad-based game to have some special or intricate inter-squad-based features.
Other Morale-Based Topics:
http://www.lofigames.com/phpBB3/viewtop ... ale#p23548
http://www.lofigames.com/phpBB3/viewtop ... 507#p36507
http://www.lofigames.com/phpBB3/viewtop ... ale#p31562
Squad Member Morale: Desires, Necessities, and Circumstances
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