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An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Morale is a gameplay mechanic in Empire: Total War. Morale plays a key part in battles.

AttributesValues
rdfs:label
  • Morale
  • Morale
  • Morale
  • Morale
  • Morale
rdfs:comment
  • Morale is a gameplay mechanic in Empire: Total War. Morale plays a key part in battles.
  • Morale is better called morale ability, that represents a racial bonus that increases happines or approval on your planets. Morale ability can be increased by researching morale tech branch, by building or buying certain trade goods, mining morale resource and by survey ships finding a particular type of Anomalies in the space.
  • In Red Faction: Guerrilla, Morale is the measurement of the colonists' willingness to fight in a given sector, and can make a critical difference in the Red Faction's fight for freedom. The higher the morale in a sector, the more colonists will join you during a fight and stand up for themselves and others. Higher morale will also increase the amount of salvage you will receive at the end of missions, and increase the amount of ammunition received from Ammo Crates. Morale can be increased through a variety of actions, including the completion of side missions, destroying EDF propaganda, and obtaining kill-streaks, while civilian casualties with decrease Morale (as well the penalty for respawning).
  • This game revolves around morale. If your morale reaches 0, you lose the game. You start out with an amount of morale equal to the total value of your army. When a unit is captured, morale lost is equal to the value of the unit. If you use no morale for abilities, your King stays alive, and you don't lose any morale from Special Morale Modifiers or Sudden Death, then you will lose when all of your units with a value greater than 0 are lost. However morale deficits are often created as many things can interact with morale, and you'll generally have less morale than the total cost of all your units.
  • The Morale skill is shared between all of the General-type Demigods. It provides benefits to the General's unique minions as well as their idol summons. — Each level of Morale increases your Minions' attributes. Image:Morale.png
  • Morale affects citizens and/or units in Civ-type games.
  • morale m and f (m and f plural morali) 1. * moral
  • Morale is de indicatie van de hit-points, oftewel de levenspunten van een character. Als dit aantal 0 bereikt, is je character incapacitated, en respawn je in het dichstbijzijnde spawn-punt, zodra je op de optie 'retreat' drukt. Nieuw is de mogelijkheid 'revive', die je in staat stelt om ter plekke te spawnen, maar dit heeft wel een cooldown, die verschilt per level. Op level 60 bijvoorbeeld duurt dit twee uur.
  • Morale's greatest impact is on a party's behavior in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions.
  • La Morale è il mezzo con cui l’uomo cerca di auto-giustificare le sue stronzate, nascondendosi dietro la bontà del suo intento. Attraverso la morale s’insegna a distinguere il Bene dal Male, il giusto dall’ingiusto, facendo dell’etica una materia fin troppo soggettiva. Esiste una morale laica e una religiosa. Quest'ultima ha la bella pretesa di stabilire a priori dei concetti astratti come Salvezza dell’Anima e di come ottenerla. Un’altra distinzione da fare è tra bene soggettivo (ad esempio adoperarsi per scolpire i propri addominali) e bene collettivo (costruire una casa per i senza tetto e Mr. Bean).
  • Morale is one of the vital combat stats. It affects damage and the movement sequence during combat. __TOC__ File:Morale - H3.png Morale is one of the primary stats in all Heroes of Might and Magic games, giving all creatures the chance to act twice in combat/lose their turn if negative (in Heroes I, II, and III), or act earlier in the round (Heroes IV). The morale of creatures can be affected by artifacts, the skills of heroes, or adventure map objects.
  • Morale, also known as esprit de corps when discussing the morale of a group, is an intangible term used for the psychological capacity of people to maintain belief in an institution or a goal, or even in oneself and others. The second term applies particularly to military personnel and to members of sports teams, but is also applicable in business and in any other organizational context, particularly in times of stress or controversy. Generally speaking, when a person or group is poor (or broken) morale, accomplishing even simple feats can be nigh impossible. Conversely, when a group's morale is high, often they will overachieve in their goals to the point of legendary accomplishments.
  • The Animus 1.28 used by Abstergo Industries had a basic system of morale. Whenever Desmond relived Altaïr Ibn-La'Ahad's memories, the lowest ranking guards would easily be scared by the deaths of their comrades, or superiors. Guard Sergeants were much harder to scare, and would presumably run away if their leader was killed. Guard Captains were the bravest of the regular guards. They would hardly ever be scared away, no matter what Altaïr did. However, if one of these was killed, all the other lower ranking guards would be terrified and would probably run away.
  • Το Morale (ή αλλιώς ηθικό) είναι μία πηγή μάχης που αποκτάτε καθώς κάνετε επίθεση σε κάποιον και μπορεί να ξοδευτεί για να ενεργοποιήσετε ποικίλα morale abilities (ικανότητες ηθικού). Το Morale παρουσιάζεται ως μια μπλε μπάρα στο κέντρο του UI (της οθόνης) (αν και αυτό έχει αλλάξει πρόσφατα) πάνω από το πορτραίτο του χαρακτήρα σας, που γεμίζει σιγά σιγά. Μόλις ξεκινήσει η μάχη, το μέτρο morale των χαρακτήρων αυξάνει, καθώς ξεκινούν να σκοτώνουν αντιπάλους ή αν το group (ομάδα) στο οποίο είναι, πολεμάει καλά. Μια αναλογία του ηθικού που παίρνεται από ένα μέλος μιας ομάδας, δίνεται σε όλους τους υπόλοιπους της ομάδας, και ως αντάλλαγμα όλα τα μέλη της ομάδας του δίνουν ένα ανάλογο μέρος ηθικού που παίρνουν αυτοί. Καθώς η μπάρα του ηθικού γεμίζει, χρειάζεται ακόμα περισσότερη προσπάθεια για ν
  • Morale is a protection for new players. It gets calculated from the points of attacker and defender. A player usually attacks with 100% morale, but if you attack a player that is much smaller than you, you will get a penalty. When morale is 45% your troops will only attack at 45% of their usual attack strength. If a smaller player attacks a much bigger player, there is no bonus on the attack. The maximum morale is 100%. There is no truly fair solution to Morale that can be easily put into place. Perhaps the best answer would be to simply forget about Morale completely within TW.
  • Creatures have the three following values related to their morale. * Morale: Current morale, engine caps the value to the range 0 to 20 * Morale Break: If current morale is less than this value, Morale Failure occurs. Affected creature will trend to run away from battle, unable to control or interact with * Morale Recovery: Ticks (1/15th second) between recovering 1 point of Morale. Most creatures have this value set to 60, or 4 seconds Spells and Items that grant immunity to Morale Failure do so by setting a creatures Morale Break to 0, such that it cannot be less.
  • Each survivor has an individual Morale meter represented by a smiley face icon and numerical value. A positive Morale value provides bonuses to a survivor's character stats, while a negative value gives penalties. The bonuses/penalties provided are in the form of a percentage and scale with Survivor Morale and survivor level. Different survivor also receive different stat changes:
sameAs
dcterms:subject
c4c
  • no
civ
  • no
req
  • 2(xsd:integer)
  • 4(xsd:integer)
  • 6(xsd:integer)
  • 8(xsd:integer)
  • 10(xsd:integer)
  • 15(xsd:integer)
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dbkwik:civilizatio...iPageUsesTemplate
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Levels
  • 6(xsd:integer)
Name
  • Morale
cevo
  • Morale is the C-evo term for citizen happiness, indicated by a heart icon
dbkwik:empiretotal...iPageUsesTemplate
col
  • no
Description
  • Each level of Morale increases your Minions' attributes.
Effect
  • +50 Health , +0.5 Health per second , +2% Attack Speed , +50 Armor , +4 Weapon Damage
  • +50 Health , +0.5 Health per second, +2% Attack Speed , +50 Armor , +4 Weapon Damage
  • +50 Health, +0.5 Health per second, +2% Attack Speed, +50 Armor, +4 Weapon Damage
abstract
  • La Morale è il mezzo con cui l’uomo cerca di auto-giustificare le sue stronzate, nascondendosi dietro la bontà del suo intento. Attraverso la morale s’insegna a distinguere il Bene dal Male, il giusto dall’ingiusto, facendo dell’etica una materia fin troppo soggettiva. Esiste una morale laica e una religiosa. Quest'ultima ha la bella pretesa di stabilire a priori dei concetti astratti come Salvezza dell’Anima e di come ottenerla. Un’altra distinzione da fare è tra bene soggettivo (ad esempio adoperarsi per scolpire i propri addominali) e bene collettivo (costruire una casa per i senza tetto e Mr. Bean). Il fine ultimo è l’apprendimento dell’etica, cioè della distinzione tra Bene e Male, giusto e sbagliato. Ogni essere umano prima di compiere un’azione dovrebbe chiedersi: è un bene per me? E per il mio prossimo? E se tutti facessero come me sarebbe un Mondo migliore? Esiste Babbo Natale? Solo dopo aver risposto affermativo a tutti i quesiti si può procedere al compimento dell’azione. Se tutti noi facessimo così, la Terra sarebbe un posto migliore e il Cuore delle carte batterebbe di gioia.
  • Morale's greatest impact is on a party's behavior in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's march speed, as a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit, and pause more frequently, as it waits for stragglers to catch up. Finally, a party with very low morale will start to suffer desertions. Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men well ample and varied supplies of food, and pay them on time, demonstrate that they care about their troops' welfare, and are less likely to lead them into disaster. Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party on the other hand may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.
  • Morale, also known as esprit de corps when discussing the morale of a group, is an intangible term used for the psychological capacity of people to maintain belief in an institution or a goal, or even in oneself and others. The second term applies particularly to military personnel and to members of sports teams, but is also applicable in business and in any other organizational context, particularly in times of stress or controversy. Generally speaking, when a person or group is poor (or broken) morale, accomplishing even simple feats can be nigh impossible. Conversely, when a group's morale is high, often they will overachieve in their goals to the point of legendary accomplishments. While the Zombie's simple intelligence is usually it's major disadvantage over humans, one notable exception is their universal immunity to psychological warfare. Quite simply, their spirit cannot be broken, no matter what is done to them. This can be a devastating psychological advantage over humans opposing them, as illustrated in the Battle of Yonkers in Max Brooks' World War Z.
  • Morale is a gameplay mechanic in Empire: Total War. Morale plays a key part in battles.
  • The Animus 1.28 used by Abstergo Industries had a basic system of morale. Whenever Desmond relived Altaïr Ibn-La'Ahad's memories, the lowest ranking guards would easily be scared by the deaths of their comrades, or superiors. Guard Sergeants were much harder to scare, and would presumably run away if their leader was killed. Guard Captains were the bravest of the regular guards. They would hardly ever be scared away, no matter what Altaïr did. However, if one of these was killed, all the other lower ranking guards would be terrified and would probably run away. Templar Knights were a unique guard archetype, the strongest and bravest of all the guards. They would never run away, regardless of the deaths of nearby guards. As these men were held in very high regard, whenever one of these duelled an opponent, the other guards would stand back and watch. The death of one would completely shatter the morale of nearby guards, few of whom would stand and fight.
  • Creatures have the three following values related to their morale. * Morale: Current morale, engine caps the value to the range 0 to 20 * Morale Break: If current morale is less than this value, Morale Failure occurs. Affected creature will trend to run away from battle, unable to control or interact with * Morale Recovery: Ticks (1/15th second) between recovering 1 point of Morale. Most creatures have this value set to 60, or 4 seconds Spells and Items that grant immunity to Morale Failure do so by setting a creatures Morale Break to 0, such that it cannot be less. Protagonist’s Morale Break and Recovery are both 1, making them almost impossible to suffer from Morale Failure. They can, but immediately recover from it. Some of the new EE companions have their Morale Break set to 0 by default, making it normally impossible for them to suffer from Morale Failure. The specific events which cause current morale to decrease or by how much amount are still unclear, though death of an ally is certainly one of them, and damage taken/low health also contribute. Panic (opcode 24) and Remove Fear (opcode 161) are completely separate from Morale Failure. They cause similar results, but the mechanics do not influence each other, and will not work to cure the other.
  • Morale is better called morale ability, that represents a racial bonus that increases happines or approval on your planets. Morale ability can be increased by researching morale tech branch, by building or buying certain trade goods, mining morale resource and by survey ships finding a particular type of Anomalies in the space.
  • Morale is one of the vital combat stats. It affects damage and the movement sequence during combat. __TOC__ File:Morale - H3.png Morale is one of the primary stats in all Heroes of Might and Magic games, giving all creatures the chance to act twice in combat/lose their turn if negative (in Heroes I, II, and III), or act earlier in the round (Heroes IV). The morale of creatures can be affected by artifacts, the skills of heroes, or adventure map objects. Morale represents the overall battle spirit of a combat stack. It is an integer number between -10 and 10. At the start of each round, all stacks on the battlefield (except undead and mechanical ones) make a check for morale.
  • Morale is a protection for new players. It gets calculated from the points of attacker and defender. A player usually attacks with 100% morale, but if you attack a player that is much smaller than you, you will get a penalty. When morale is 45% your troops will only attack at 45% of their usual attack strength. If a smaller player attacks a much bigger player, there is no bonus on the attack. The maximum morale is 100%. Time can also play a factor in morale calculation. By that it uses the time since the player joined the world. If a small player has been playing a world for a long time but still has a small amount of points, morale will continuously rise until it reaches 50%. You can find a morale calculator in the simulator. Just add your target's points and your own points to get the morale. Not all worlds use morale, and morale settings can vary from world to world. The purpose of the morale is to protect active small players from the attacks of very strong players. If a very strong player attacks a very weak player, his troops fight with a lower level of efficiency, because many of his warriors refuse to follow these dishonorable commands, or simply underestimate the strength of the enemy. Some faults have been found with the setup of Morale however. For instance - if a player has played for the same length of time as yourself, yet you have outgrown them as you are the better player, why must your troops suffer penalties as a result of this? A large number of players believe that Morale penalties should be time based - at the end of the day it would simply become too difficult to put into play for certain situations. A player for instance who has played for 6 months on a world may be destroyed by the players around them. However, before they came down they conquered a village out on the rim. They now have one village like their neighbours, but huge Morale penalities. There are various other examples of how a time-based Morale would be unfair. There is no truly fair solution to Morale that can be easily put into place. Perhaps the best answer would be to simply forget about Morale completely within TW.
  • In Red Faction: Guerrilla, Morale is the measurement of the colonists' willingness to fight in a given sector, and can make a critical difference in the Red Faction's fight for freedom. The higher the morale in a sector, the more colonists will join you during a fight and stand up for themselves and others. Higher morale will also increase the amount of salvage you will receive at the end of missions, and increase the amount of ammunition received from Ammo Crates. Morale can be increased through a variety of actions, including the completion of side missions, destroying EDF propaganda, and obtaining kill-streaks, while civilian casualties with decrease Morale (as well the penalty for respawning).
  • This game revolves around morale. If your morale reaches 0, you lose the game. You start out with an amount of morale equal to the total value of your army. When a unit is captured, morale lost is equal to the value of the unit. If you use no morale for abilities, your King stays alive, and you don't lose any morale from Special Morale Modifiers or Sudden Death, then you will lose when all of your units with a value greater than 0 are lost. However morale deficits are often created as many things can interact with morale, and you'll generally have less morale than the total cost of all your units.
  • The Morale skill is shared between all of the General-type Demigods. It provides benefits to the General's unique minions as well as their idol summons. — Each level of Morale increases your Minions' attributes. Image:Morale.png
  • Morale affects citizens and/or units in Civ-type games.
  • morale m and f (m and f plural morali) 1. * moral
  • Morale is de indicatie van de hit-points, oftewel de levenspunten van een character. Als dit aantal 0 bereikt, is je character incapacitated, en respawn je in het dichstbijzijnde spawn-punt, zodra je op de optie 'retreat' drukt. Nieuw is de mogelijkheid 'revive', die je in staat stelt om ter plekke te spawnen, maar dit heeft wel een cooldown, die verschilt per level. Op level 60 bijvoorbeeld duurt dit twee uur.
  • Each survivor has an individual Morale meter represented by a smiley face icon and numerical value. A positive Morale value provides bonuses to a survivor's character stats, while a negative value gives penalties. The bonuses/penalties provided are in the form of a percentage and scale with Survivor Morale and survivor level. Different survivor also receive different stat changes: * Leader - Dependent on character stats (higher base stats give higher percentage increase) * Engineer - The most on Melee Combat; second most on Improvised Combat, Health, Trap Disarming; least on Ranged Combat. * Fighter - The most on Melee Combat, Ranged Combat, Health; second most on Improvised Combat; least on Movement. * Medic - The most on Healing; second most on Movement; third most on Health; least on all Combat stats. * Recon - The most on Movement; second most on Trap Spotting; third most on Health; fourth most on Ranged Combat; least on Improvised Combat, Melee Combat * Scavenger - The most on Scavenging; second most on Health; third most on Luck; least on Improvised Combat, Ranged Combat
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