what i've thought about is emotions, or rather the grades of emotions that you have in a life-and-death situation. which basically comes very close to morale. when you are in no direct threat, but still in a hot-zone, you are focused on the task ahead. when you are bloody and carved to pieces and basically hanging by a thread, you are pretty much desperate and not thinking logically.
basically i figured that this could be interpreted with a sort of energy-bar that goes as a soldiers morale.
- A soldiers morale starts around 100(maybe more depending on variables), and slowly drains down to the soldiers health-level when injured by accident, quickly when injured by enemies.
- When a soldier observes enemies, the morale meter starts to drain. killing enemies quickly boost the morale, losing comrades within a certain radius quickly drains it.
- When low on morale, other nearby marines with higher morale will cause your morale meter to start regaining morale up to their level.
- enemies can reduce your morale by their very presence. if they can avoid getting shot but still stay in sight or in hearing range, they can scare the morale out of the marine.
- in the right scenarios, in a group of marines or in a heavily fortified base, the upper levels of your morale is heightened. being in a choke-point with good defenses and 2-4 other marines would easily double your morale roof.
- when a marine is low on morale, he could perhaps temporarily increase his morale with a 'rally' call. this would most likely take a long time to recharge, but it would cause the marine to regain his senses, partially at least. naturally, if a marine has low health, the morale will start to drain again.
but what the hell would morale be good for? well that depends on how much you want it to affect the game. basically i would say there are at least 3 grades of morale, optimally 4.
- (Grade 0: +130, optimal/encouraged: you are in a group of other marines or in a situation of imminent victory.)
- Grade 1: 100-75, standard/cautious: the marine looks serious and in control of himself.
- Grade 2: 74-25, moderate/skeptical: the marine has the looks of a person who knows he is in way over his head, and is more likely to forget doctrine.
- grade 3: 24-1, severe/panic: the marine is fighting for his life, and looks like a wild beast trying to find a way to survive.
the list has a basic explanation of how what would happen animation-wise. gameplay-wise this system can be used in many ways. the field i personally think it will have the most effect for both sides is in sound-discipline, and i will focus on that right now.
- when a marine is in grade 1, the sound-discipline is perfect. he does not make any unwanted sounds beyond footsteps, he can easily hear aliens and the aliens cannot easily camouflage their ambush. when the marine has visual contact with enemies, he does not do anything stupid.
- when a marine is in grade 2, he starts to get nervous and have probably gotten a bit of damage to worry about. relatively heavy breathing of the kind that you would have after or during a proper adrenaline-kick/jog would be proficient. when the marine comes in visual contact with enemies, he might become even more scared, but it should just increase the sound of his breathing. fast movements on the mouse should create sound of weapon and equipment being pulled about(think action/thriller movie).
- when a marine is in grade 3, he is practically hyperventilating. he is barely alive and probably all alone. much of the same as in grade two, but when in visual with enemy, the marine screams his lungs out and is probably a dead man walking.
- if a marine is in grade 0, he is confident in himself, but as we all know hubris is not good for you. the main differences on this and the others would perhaps be that he gives off a small laugh as he spots enemies, shooting at them with glee.
i've also thought about having different reload times and precision on weapons depending on morale, but i think it might be hard to balance it in the same way as the things mentioned above. different abilities from the different teams would affect how morale is drained and regained too. a commander might upgrade marines with anti-depressants or whatever you would call "don't die screaming"-pills, the aliens might upgrade their units to spread horror better, give them the ability to blood-curdling screams through the hallways.
probably forgot something(stuff like different rally calls depending on grade of morality and the likes), but I'm off to see a movie. i think this should cover the basics of how i think it could work though. let me hear what people think about it.
