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Morale System for RP's

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Tribes Republic
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Founded: Jun 15, 2012
Democratic Socialists

Morale System for RP's

Postby Tribes Republic » Thu Nov 16, 2017 8:23 pm

Code: Select all
This is  a Morale System I created I think it would improve roleplay by making it easier to determine whose military wins/loses a battle based on whose morale is higher the system is still a work in progress. The downside is it takes a lot of math to integrate into an RP so if you're not good at math try to keep it simple but at the moment it's only addition and subtraction you can multiply and divide as well.

I'm also not sure if it goes here though.

Also if you think there is something that would improve it post here or TG me and be detailed about how it works and how it would benefit the system as a whole.


The link below is to the dispatch
https://www.nationstates.net/page=dispatch/id=750366

Morale system v2.0
Improved Combat System

The Improved Combat System (Morale System v2.0) enhances the old system by adding a more detailed look at how morale and civilian support are affected by various events. It takes into account the current state of the war and the tech level of the troops and modifies morale ratings accordingly.

Morale starts at 100, and is affected by several different factors. For each day that the soldiers are deployed, their morale decreases by 5. USO events will add a morale boost of 9, and reinforcements will add a boost of 50 for the troops being reinforced. An additional 5 points can be added with a boosting speech from a commanding officer. The tech level of the troops will also affect morale, with modern tech adding a 10 point boost and outdated tech equating to a 10 point penalty.

Civilian support starts at 1000, and then decreases by 10 for each front's losses. There is always a penalty of -2 for propaganda, no matter the tech level. If a victory is achieved on a front, it will add 20 to the morale rating, and 10 for every advantage that is gained in the field. Diplomatic actions, such as broker peace treaties, can provide a morale boost to the troops of +25.

The system also takes into account the current state of the war with a 5 point morale penalty being applied to the side with less resources, and a 5 point morale boost to the side with the advantage. Additionally, successful rescue or espionage missions can add a morale boost of 40 points, while destruction of civilian areas can cost a morale penalty of 20 points.

Finally, morale at 100+ will give the troops normal performance, while morale at 75 still decreases performance, but to a lesser degree. Morale at 50 will give a moderate decrease in performance, and at 25 there will be a severely decreased performance. If the morale rating goes down to 10 or lower, the soldiers will likely run away, and disobeying orders is a definite possibility. There is also a higher chance of Post Traumatic Stress Disorder in the troops at this rating, and the lower the difference between both sides’ morale scores, the higher the risk.

At a morale rating of 100+, the troops will be in their normal condition and will be ready to fight at full capacity. They will follow orders and have a good sense of discipline, and will be eager to win the battle.

At a morale rating of 75, the troops will still show up to battle, but their performance will be slightly diminished. There will be a lack of enthusiasm among the troops, and some will be hesitant to follow orders.

At a morale rating of 50, the troops will show a moderate decrease in performance. The troops will be sluggish in the battlefield, and morale will begin to drop faster than normal.

At a morale rating of 25, the troops’ performance will be significantly decreased. The soldiers will be unenthusiastic and will not follow orders without prompting. Furthermore, they may even be willing to surrender should there be a chance to escape.

At a morale rating of 10 or lower, the troops are liable to turn and run, or even disobey orders. Post Traumatic Stress Disorder is highly likely in the troops, and they will be in a state of panic and confusion.


At the start of the RP the civilian support rating is 1000. This represents the general mood of the populace and the level of support they have for the war effort. As the conflict progresses, this can be increased or decreased based on certain events and the level of casualties.

A rating of 1000-999 indicates that the civilian support is high, with the population feeling inspiring with the war effort.

A rating of 998-950 indicates that the civilian support is moderate, with citizens being generally supportive of the ongoing conflict.

A rating of 949-850 indicates that the civilian support is low, with the population feeling disillusioned and unwelcoming of the war.

A rating of 849 and below indicates that the civilian support is very low, with citizens being hostile and openly opposing the war effort.


Civilian support decreases whenever there is a major losses, such as when a front is lost or a key objective is not achieved. This decrease can range from -10 to -50 in a single event, based on the scale and importance. The penalty for propaganda remains at -2 no matter the tech level.

Civilian support can be increased by achieving a victory on a front, with a bonus of +20 morale added. Each advantage that is gained in the field adds an additional +10 morale. In addition, successful rescue or espionage missions can add a morale boost of 40 points. Diplomatic actions, such as broker peace treaties, can also provide a morale boost of +25.


Front Wins and Losses example




FrontTroops LostResources LostOutcome
Front 15050Victory
Front 2100100Loss
Front 3200100Draw
Front 430050Victory


Code: Select all
[b]Front Wins and Losses[/b]
[table]
[tr][td]Front[/td][td]Troops Lost[/td][td]Resources Lost[/td][td]Outcome[/td][/tr]
[tr][td]Front 1[/td][td]50[/td][td]50[/td][td]Victory[/td][/tr]
[tr][td]Front 2[/td][td]100[/td][td]100[/td][td]Loss[/td][/tr]
[tr][td]Front 3[/td][td]200[/td][td]100[/td][td]Draw[/td][/tr]
[tr][td]Front 4[/td][td]300[/td][td]50[/td][td]Victory[/td][/tr]
[/table]




This system is a great tool to use for your next RP where you're engaged in a war, and if you have any suggestions for improving the system, please feel free to message or comment me with your ideas.

Below is a morale system I'm using for an RP I'm running about an NS World War and I think it Could be useful for others to use as well if they want to of course.


Morale System
Code: Select all
Morale starts at 100
-5 for each RP day your troops are deployed(Troops)
USO Events gain a +9
Reinforcements gain a +50 for the Troops they're reinforcing
+3 for Boosting Speech from Commanding Officer
Each Front has it's own Morale Rating


This Morale system is used for both the citizens and deployed soldiers. How you apply the morale system to your nation is that you give you nation a number representing the total overall citizen support of your nation's war effort you can use propaganda, but it only works as long as people believe it and that could be different depending on which tech level you're RP is running so if it's PT then the propaganda effect is high as there isn't an internet or a global news organization. If it MT then there is a -1 propaganda penalty because of the internet and the global news. If it's FT then propaganda becomes null because with FT there are different ways nations can say that people in their nation get international and national news so the rule for PT applies in FT RPs.

The starting morale and civilian support.
Each Front in a war starts at 100 and each is separate and goes up or down at a different rate.

Civilian Support starts at 1000 and goes down by -10 for each front's losses in MT there is the -1 Propaganda penalty always in effect for civilian support. Civilian support goes up for each victory by +20 on each front. So it's possible that you can get a -10 and +20 because each war front is different and NO you can't win on all fronts all the time, but if your troops morale is 50 or above on all fronts then it can happen. If one of your fronts has morale at 20 then there is a 50/50 chance of winning or losing. If morale is at 10 or lower your troops will suffer major losses, but there is a 5% for them to win the battle, but its more likely that they'll lose it.

The morale system effects the way your soldiers perform in battle as detailed below...

Code: Select all
Morale at 100+: Normal Performance
Morale at 50: Slightly Decreased Performance
Morale at 20: Moderate Performance
Morale at or below 10: Soldiers are likely to run from a fight and disobey a commanding officer's orders if they are recalled at this rating then there is higher chance of some of your soldiers dealing with PTSD.


Even though this system isn't for everyone it's a good tool to use for your next RP where you're engaged in a war.

If there is anything you think would make this system better then TG me with a detailed explanation of how it would benefit the system and how it works.
Last edited by Tribes Republic on Wed Sep 20, 2023 2:28 pm, edited 14 times in total.
Nation Leader: Principal Chief Giltra Hurid
WA Ambassador: Leui Henri
Nation Name: The Colony of Tribes Republic
RP Population: 64.1 Million(UK Pop as of 2013)
Nation Tech: PT, MT, PMT

My Political Compass
Economic Left/Right: 3.25
Social Libertarian/Authoritarian: -2.21

This is Bunny:
(\__/)
(='.'=)
(")_(") Copy and paste Bunny into your signature to help him gain world domination.
(5)At War
(4)Troops On Standby
(3)Ready<--
(2)High Alert
(1)Peace
[url]new link coming soon[/url]

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Frisbeeteria
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Founded: Dec 16, 2003
Capitalizt

Postby Frisbeeteria » Thu Nov 16, 2017 8:46 pm

Tribes Republic wrote:I think it would improve gameplay

On NS, "gameplay" means something different. You're talking about roleplay, since the game doesn't officially recognize war in any way. Moved to a roleplay forum.

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Tribes Republic
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Founded: Jun 15, 2012
Democratic Socialists

FAQ

Postby Tribes Republic » Fri Nov 17, 2017 8:33 am

Q: Who controls the Morale System?
A: The Thread OP.

Q: Can the Morale System be used in pieces?
A: Yes, the Thread OP can omit whichever part they don't want to use.

Q: Why should I use something like this?
A: To make it easier to figure out who wins battles and wars within the RP that uses the system. This also requires mutual respect between each RP'er.

Q: What's the best way to use this?
A: It should be used among people who trust each other.

Q: Can I contribute to the system?
A: Yes, just TG Tribes Republic with details on how it works and how it benefits the Morale System as a whole. You could even post here in this thread same rules apply.
Last edited by Tribes Republic on Sat Jan 12, 2019 3:39 pm, edited 3 times in total.
Nation Leader: Principal Chief Giltra Hurid
WA Ambassador: Leui Henri
Nation Name: The Colony of Tribes Republic
RP Population: 64.1 Million(UK Pop as of 2013)
Nation Tech: PT, MT, PMT

My Political Compass
Economic Left/Right: 3.25
Social Libertarian/Authoritarian: -2.21

This is Bunny:
(\__/)
(='.'=)
(")_(") Copy and paste Bunny into your signature to help him gain world domination.
(5)At War
(4)Troops On Standby
(3)Ready<--
(2)High Alert
(1)Peace
[url]new link coming soon[/url]

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Tribes Republic
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Founded: Jun 15, 2012
Democratic Socialists

Approved Add-Ons

Postby Tribes Republic » Sun Nov 19, 2017 1:22 pm

In order to create add-ons to the Improved Combat System (Morale System v2.0), we can create the following set of rules.
First, any addition must maintain the overall balance and theme of the original system. Any additions should not be too powerful or game-breaking, and should only serve to enhance the original system.
Second, players should avoid creating content which promotes violence against or negative portrayals of a certain group. Additionally, any content which could be seen as offensive should be avoided.
Finally, ensure that their additions are tested thoroughly before submitting them via telegram to Tribes Republic. This means that the addition must meet the standards of the original system.


List of add-ons

This mod will add an additional morale boost to troops who are on the offensive. When troops are attacking behind enemy lines, they will receive a +30 morale boost as a result of their courage and audacity in taking on riskier tactics and maneuvers. This bonus morale is stackable, meaning that if a unit is attacking multiple enemies or if multiple units are attacking at once, the morale boost will increase exponentially. This boost will be modified based on the tech level of the attacking forces, with a +5 bonus for modern tech and a -5 penalty for outdated tech.

The “Behind Enemy Lines” mod will also penalize passive troops who are either defending or haven’t left the safety of their own lines. These troops will have their morale decreased by 10. This penalty is stackable and will increase exponentially if multiple units are found to be passive at once. This penalty can also be modified based on tech, with a +5 bonus for modern tech and a -5 penalty for outdated tech.

These morale boosts and penalties are intended to incentivize both attackers and defenders to take an active role in the war, as well as give importance to the tech level of the troops. This mod will make the game more dynamic, as well as make morale a more meaningful factor in the outcome of a war.


This mod will add a special morale bonus to pilots who are shot down and trapped behind enemy lines. Pilots in this situation will receive a +50 morale boost, as a reward for their bravery and courage in the face of adversity. However, each day that the pilot is behind enemy lines, the morale boost will decrease by -2. If the pilot is able to successfully make it to a friendly Greenzone, they will receive a full +50 morale boost. If the pilot is killed or captured, they will be met with an additional -50 morale penalty.

The Tech Level of the pilots will also affect the morale boost, with a +10 bonus for modern tech and a -10 penalty for outdated tech.

This mod will make the game more dynamic, by incentivizing pilots to bravely face their adversaries, as well as reward them for their valiant attempts to elude capture. It will also bring a special emphasis on both the skill and the tech level of the pilots.


(use with the Spy Catcher Mod)

This mod will add a special morale boost and penalty to troops that are participating in espionage missions. Troops participating in espionage will gain a +50 morale boost, as a reward for their dangerous and daring mission. However, if an espionage mission is failed, the troops will face a -75 morale penalty as a result of their failure. In addition, if the enemy suspects a spy is present, any troops engaging in espionage will face a -20 morale penalty for each day they are undercover.

The Tech Level of the troops will also affect the morale boost, with a +10 bonus for modern tech and a -10 penalty for outdated tech.

This mod will encourage the use of both advanced tech and espionage tactics, as the rewards can be great. It will also create an incentive for troops to excel at espionage missions, as the penalty for failure is severe. This will greatly increase the stakes of espionage missions and make them a more engaging and meaningful factor in deciding the outcome of a war. Furthermore, it will add an element of risk to espionage missions as the enemy can gain suspicions of a spy in disguise.


(Use with the Spy in Disguise Mod)

This mod will add a special morale boost and penalty to troops that are participating in counter-espionage missions. Troops participating in counter-espionage will gain a +50 morale boost, as a reward for their vigilance and courage in the face of enemy infiltration. However, if the mission is failed and an enemy spy is not discovered, the troops will face a -50 morale penalty as a result of their failure.

The Tech Level of the troops will also affect the morale boost, with a +10 bonus for modern tech, and a -10 penalty for outdated tech.

This mod will encourage the use of both advanced tech and counter-espionage tactics, as the rewards can be great. It will also create an incentive for troops to excel at counter-espionage missions, as the penalty for failure is severe. This will greatly increase the stakes of counter-espionage missions, making them a more engaging factor in deciding the outcome of a war.
Last edited by Tribes Republic on Mon Dec 19, 2022 2:19 pm, edited 4 times in total.
Nation Leader: Principal Chief Giltra Hurid
WA Ambassador: Leui Henri
Nation Name: The Colony of Tribes Republic
RP Population: 64.1 Million(UK Pop as of 2013)
Nation Tech: PT, MT, PMT

My Political Compass
Economic Left/Right: 3.25
Social Libertarian/Authoritarian: -2.21

This is Bunny:
(\__/)
(='.'=)
(")_(") Copy and paste Bunny into your signature to help him gain world domination.
(5)At War
(4)Troops On Standby
(3)Ready<--
(2)High Alert
(1)Peace
[url]new link coming soon[/url]

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Tribes Republic
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Founded: Jun 15, 2012
Democratic Socialists

Calculation How-To and what adds and removes Points

Postby Tribes Republic » Fri Apr 20, 2018 10:38 pm

Calculating morale and civilian support can be done by following these simple steps:

1. Set starting morale and civilian support levels.

Morale starts at 100, and civilian support starts at 1000.

2. Calculate morale modifiers.

Look at the various events that have taken place that could affect the troops' morale. Troops can be penalized with lower morale for taking heavy casualties, while USO events, reinforcements and speeches from commanders can boost morale. Additionally, the tech level of troops can play a role in determining morale – modern tech will give a 10 point boost and outdated tech a 10 point penalty.

3. Calculate civilian support modifiers.

For every front's losses, decrease civilian support by 10 points. There is a constant penalty of -2 for propaganda, regardless of tech level. Gaining advantages in the field and achieving victories on a front can add morale, while actions taken directly against civilians can cause morale to drop significantly.

4. Calculate morale rating.

The morale rating for each side is calculated by adding or subtracting the modifiers from the original 100 morale rating. At higher morale ratings, troops will follow orders and have a good sense of discipline, while at lower morale ratings troops will be more likely to run away and disobey orders.

5. Calculate civilian support.

Civilian support is calculated similarly to morale, by combining the original 1000 rating with the modifiers calculatd earlier. Civilian support of 1000-999 indicates high support, while a rating of 849 and under indicates hostile opposition to the war effort.

With these simple steps, you can easily calculate morale and civilian support in a roleplaying game. Utilizing this system can help to create a more engaging and realistic roleplaying experience, and will ultimately aid in keeping morale and civilian support levels in check.


Positive Events:

- Boosting Speech (+5 morale)
- Supplies Delivery (+20 morale)
- Treaty Signings (+15 morale, +10 civilian support)
- Withdrawal of Enemy Forces (+10 civilian support)
- War Crimes Committed by Enemy (+25 morale, +15 civilian support)

Negative Events:

- Death of Popular General or Political Leader (-30 morale, -20 civilian support)
- Anti-War Propaganda (-5 civilian support)
- Botched Attacks (-15 morale)
- Poor Leadership (-25 morale)
- Food or Resource Shortages (-10 morale, -15 civilian support)

Propaganda is a powerful tool that can be used to sway public opinion and influence the morale and civilian support in a conflict. Different types of propaganda can be used to influence the public with varying results.

Positive Propaganda:

- Pro-War (+2 morale, +5 civilian support)
- Anti-War (-2 morale, -5 civilian support)

Negative Propaganda:

- Pro-War (-2 morale, -5 civilian support)
- Anti-War (+2 morale, +5 civilian support)

The tech level can have a significant impact on the effectiveness of propaganda. Modern tech allows for more efficient messaging and increased reach, producing a greater effect on morale and civilian support. Outdated or past tech, however, has its own advantages. It is harder to refute and disprove due to its distance from modern technology, resulting in a greater effect on morale and civilian support.

Modern Tech:

- Positive Propaganda (+5 morale, +10 civilian support)

- Negative Propaganda (-5 morale, -10 civilian support)

Past Tech:

- Positive Propaganda (+7 morale, +15 civilian support)
- Negative Propaganda (-7 morale, -15 civilian support)

Fact-checking is an important part of determining the effectiveness of propaganda. In this day and age, with the wide reach of modern technology, it’s easier for truth-seeking citizens to verify the facts, making propaganda less effective than it used to be. Likewise, propaganda from the past, even if from a different time, may remain hard to refute.

Modern Technology:

Given the removal of information barriers, modern technology increases the effectiveness of truth-seeking for citizens. This encourages more fact-checking and makes it easier for citizens to verify the truth.

For modern technology, the standard fact-checking process should involve an independent fact-checking group to assess claims. They should consider the accuracy of sources, look for third-party verifications, and examine implicit bias as well. If discrepancies are found or there are doubts in the accuracy of the claims, the effectiveness of the propaganda is severely reduced.

Past Technology:

With past technology, it may become difficult to fact-check propaganda. Even if propaganda is centuries old, there may still be implicit bias around it, making it difficult to completely refute. In this case, fact-checking should be driven by first-hand accounts and deep research. Documentaries, books, and other resources dedicated to the truth may be able to help uncover the truth. If a claim cannot be verified, then the effectiveness of the propaganda should be significantly reduced.

The effort that is put into verifying the truth of propaganda can affect the resulting morale and civilian support bonuses/penalties.

If the fact-checking process is thorough, with diligent effort being put into investigating the claims, the bonuses/penalties should remain unchanged or slightly decreased (-2 morale, -5 civilian support).

If only minimal effort is put into verifying the claims, the bonuses/penalties should remain unchanged (no change).

If the fact-checking process is rushed or incomplete, the bonuses/penalties should remain unchanged or slightly increased (+2 morale, +5 civilian support).
Last edited by Tribes Republic on Mon Dec 19, 2022 1:51 pm, edited 2 times in total.
Nation Leader: Principal Chief Giltra Hurid
WA Ambassador: Leui Henri
Nation Name: The Colony of Tribes Republic
RP Population: 64.1 Million(UK Pop as of 2013)
Nation Tech: PT, MT, PMT

My Political Compass
Economic Left/Right: 3.25
Social Libertarian/Authoritarian: -2.21

This is Bunny:
(\__/)
(='.'=)
(")_(") Copy and paste Bunny into your signature to help him gain world domination.
(5)At War
(4)Troops On Standby
(3)Ready<--
(2)High Alert
(1)Peace
[url]new link coming soon[/url]

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USS Monitor
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Founded: Jul 01, 2015
Inoffensive Centrist Democracy

Postby USS Monitor » Fri Apr 20, 2018 10:43 pm

This isn't a thread that needs to be bumped. If you want to share it with someone, send them a link. If you are adding actual new content, then it's fine to post in the thread.
Don't take life so serious... it isn't permanent... RIP Dyakovo and Ashmoria
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Tribes Republic
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Posts: 1166
Founded: Jun 15, 2012
Democratic Socialists

Postby Tribes Republic » Thu Dec 15, 2022 9:16 pm

Updated the Morale system to V2.0 let me know what you think Roleplayers
Nation Leader: Principal Chief Giltra Hurid
WA Ambassador: Leui Henri
Nation Name: The Colony of Tribes Republic
RP Population: 64.1 Million(UK Pop as of 2013)
Nation Tech: PT, MT, PMT

My Political Compass
Economic Left/Right: 3.25
Social Libertarian/Authoritarian: -2.21

This is Bunny:
(\__/)
(='.'=)
(")_(") Copy and paste Bunny into your signature to help him gain world domination.
(5)At War
(4)Troops On Standby
(3)Ready<--
(2)High Alert
(1)Peace
[url]new link coming soon[/url]


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