Morales rework suggestion.
Posted: Thu Feb 22, 2024 2:28 pm
In RoR morales are pretty limited- all of them are short duration dmg/buff/cc ability which you build up to during fight. Lot of morales are never even getting used, specially most of m4 which are suppose to be the goal of going up a tree.
There is old game Battle Realms which has something similar to morales- battle gear- but with much more possibilities. Battle gear is a powerful ability which unit can select and carry, however unlike RoR there is much more choice with battle gear- some are instant effects of different types, some can be carried a limited amount of before needing to go to building to recharge, some are constant passive buffs, some are mines which can be placed and remain till activated, some give extra abilities which the unit doesn't usually has like stealth, some add extra abilities with a high stamina cost, etc.
Now there are realms mechanics made around morales in RoR, so probably it will be better to create a parallel set of morales to regular ones, with toons choosing at the trainer if they want to use the regular morales set, or a new morale.
Here are some suggestions for alt morales set, based on Battle Realms:
- Instead of morales charging during fight, a morale having a limited number of charges which are readily available, but recharge slowly.
- Morale allowing to see a much larger area around the player for a short time/allowing to see enemies on the minimap for a short time.
- Morale which provides a constant high passive buff to resists + armor, but in exchange prevents use of active morale abilities.
- Morale allowing any class to use stealth- but in exchange prevents use of other morales.
- Passive morale which makes a short lived pets spawn from nearby killed players and attack the opposite side.
- Morale allowing to spawn a limited number of a very long duration mines- those stay around till activated, dealing a high dmg to whoever activates them, or till player who spawned them logs/switches zone. If there is time limit, then its 10 min+.
- Favorite from several games- when player is killed, a high dmg aoe goes off at his location. Possibly to give some counterplay, with some delay- for example, a skull spawns above the dead player, then explodes in 2 sec.
- Morale which allows any class to use charge- once again at the cost of not being able to use other morales.
- Morale giving a class ability to use specific powerful abilities- for example snaring paddle similar to am/sham, which also does dmg in the area- but at a very high ap cost, say 150 ap per use.
There is old game Battle Realms which has something similar to morales- battle gear- but with much more possibilities. Battle gear is a powerful ability which unit can select and carry, however unlike RoR there is much more choice with battle gear- some are instant effects of different types, some can be carried a limited amount of before needing to go to building to recharge, some are constant passive buffs, some are mines which can be placed and remain till activated, some give extra abilities which the unit doesn't usually has like stealth, some add extra abilities with a high stamina cost, etc.
Now there are realms mechanics made around morales in RoR, so probably it will be better to create a parallel set of morales to regular ones, with toons choosing at the trainer if they want to use the regular morales set, or a new morale.
Here are some suggestions for alt morales set, based on Battle Realms:
- Instead of morales charging during fight, a morale having a limited number of charges which are readily available, but recharge slowly.
- Morale allowing to see a much larger area around the player for a short time/allowing to see enemies on the minimap for a short time.
- Morale which provides a constant high passive buff to resists + armor, but in exchange prevents use of active morale abilities.
- Morale allowing any class to use stealth- but in exchange prevents use of other morales.
- Passive morale which makes a short lived pets spawn from nearby killed players and attack the opposite side.
- Morale allowing to spawn a limited number of a very long duration mines- those stay around till activated, dealing a high dmg to whoever activates them, or till player who spawned them logs/switches zone. If there is time limit, then its 10 min+.
- Favorite from several games- when player is killed, a high dmg aoe goes off at his location. Possibly to give some counterplay, with some delay- for example, a skull spawns above the dead player, then explodes in 2 sec.
- Morale which allows any class to use charge- once again at the cost of not being able to use other morales.
- Morale giving a class ability to use specific powerful abilities- for example snaring paddle similar to am/sham, which also does dmg in the area- but at a very high ap cost, say 150 ap per use.