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Traps disarming gives morale effects #29466

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merged 3 commits into from
May 8, 2019

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AMurkin
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@AMurkin AMurkin commented Apr 11, 2019

Summary

SUMMARY: Features "Traps disarming gives morale effects"

Purpose of change

Add the impact of success or failure of trap disarming.
Introduce generic morale types.

Describe the solution

Added generic morale types Accomplishment and Failure.
Apply Accomplishment morale buff on successful trap disarming.
Apply Failure morale debuff on failed trap disarming.

Additional context

Don't know if morale effects are good inside the map.cpp.

@ifreund ifreund added <Enhancement / Feature> New features, or enhancements on existing Mechanics: Character / Player Character / Player mechanics Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. [C++] Changes (can be) made in C++. Previously named `Code` labels Apr 11, 2019
{
"id": "morale_accomplishment",
"type": "morale_type",
"text": "Accomplishment"
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This seems like to be a way too generic name. Imagine we add several reasons for this morale bonus to shoot, and the player could see several "Accomplishment"s in his morale display. I believe it needs to be specified to what type of accomplishment caused this morale boost.

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It was intentional. We should use generic morale types and less of them instead of creating more of similar types.

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There used to be a stacking issue, but now it's just a matter of avoiding clutter in the UI, which is still a pretty big deal. The player is notified specifically what the accomplishment was when they perform the action, but minutes or hours later, does it matter what it was, or that they're happy about it?

@Rail-Runner
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I'm not sure it makes sense. Seems like it makes it possible for player to get morale boost from placing a trap and then disarming it immediately, which is weird.

@paulenka-aleh
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paulenka-aleh commented Apr 12, 2019

To me making a successful complex craft or construction (the one that could fail), successfully passing speech check with NPC and successful hacking and bionic installation seems to be more in line with what I feel than trap disarming...

Also mini-boss killing, at least for the first time. Of course getting rid of Fungal Tower is give nearly the best morale buff IRL :)

@AMurkin
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AMurkin commented Apr 12, 2019

I'm not sure it makes sense. Seems like it makes it possible for player to get morale boost from placing a trap and then disarming it immediately, which is weird.

And you may fail and trigger it. Get a morale debuff and more nasty things.
Although I should greatly reduce values.

@nexusmrsep
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I would also opt for reducing the bonus according to progression in traps skill by dividing the bonus by the players's skill. A professional trapper would barely notice the effects of success of disarming yet another trap, while disarming a landmine by a novice might be an achievement.

@ZhilkinSerg ZhilkinSerg self-assigned this Apr 14, 2019
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AMurkin commented Apr 14, 2019

I agree. And what about negative morale effects? Should they increase with skill progression?

@ZhilkinSerg ZhilkinSerg removed their assignment Apr 21, 2019
@ZhilkinSerg ZhilkinSerg self-assigned this May 4, 2019
@AMurkin AMurkin force-pushed the morale-boost-trap-disarming branch from eb57706 to 9d7d88e Compare May 5, 2019 14:35
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AMurkin commented May 5, 2019

Rebased to resolve merge conflicts.

@ZhilkinSerg ZhilkinSerg merged commit 6e49f58 into CleverRaven:master May 8, 2019
@ZhilkinSerg ZhilkinSerg removed their assignment May 8, 2019
@AMurkin AMurkin deleted the morale-boost-trap-disarming branch May 8, 2019 08:48
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[C++] Changes (can be) made in C++. Previously named `Code` <Enhancement / Feature> New features, or enhancements on existing Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. Mechanics: Character / Player Character / Player mechanics
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8 participants