Exp. & Rank Mechanisms Section 5

Modeling Behavior & Boons

 * "Effective Courage"


 * "Recklessness"


 * The "Commander Class"


 * The "Non-Commissioned Class"

Rman On Modeling "Effective Courage"

 * But one thing that all this has caused me to consider is this:


 * HOW to model the typical Rookie psychology under fire.


 * The Rookie status is the baseline. It has to work at that level or the player will not accept anything that follows.


 * The continuum I'm mulling over would be based on damage taken per click.


 * More damage per click = Recklessness


 * Less damage per click = Effective Courage


 * So what I'm getting at is that we should consider this in the equation as we do a unit's offensive success.


 * Let's call it: Effective Courage Boost


 * If a unit causes more damage than it suffers in an engagment it should qualify for the boons of experience & rising rank...


 * In a 1ts time firefight the psychology of a "Rookie'' will run the gamut from petrified to reckless response to effective courage.


 * The only way I can think of modeling this is thru that comparative damage metric.


 * Any thoughts ?