Manager Morale Influences - Dev input to thread.

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geckoproductions
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Manager Morale Influences - Dev input to thread.

Post by geckoproductions » Fri, 24. Jun 22, 01:10

Is the manager morale still dependant on how much money the station has available? because Im kinda sick of parking money at stations that dont *need* any, since theyre producing everything themselves, or I have miners/traders dropping everything off there, free of charge.

Imperial Good
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Re: Manager Morale Influences

Post by Imperial Good » Fri, 24. Jun 22, 07:38

geckoproductions wrote:
Fri, 24. Jun 22, 01:10
Is the manager morale still dependant on how much money the station has available?
It never has been dependent on how much money the station has available.

Managers usually gain morale from good trades, which means buying low and selling high. Managers lose morale from bad trades which means buying high and selling low. Internal trade prices do count towards this even though no money changes hands.

geckoproductions
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Re: Manager Morale Influences

Post by geckoproductions » Fri, 24. Jun 22, 10:11

what

seriously, that has been floating around for ages now that it made them lose morale to not have enough money available, Im glad its not true. (to be fair, I couldnt be arsed to actually watch if morale went up or down :D)

jlehtone
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Re: Manager Morale Influences

Post by jlehtone » Fri, 24. Jun 22, 11:02

How does the morale affect the manager anyway? Low morale prevents it reaching effective 5* skill? Is that all?

(I have but one station, PHQ, and I've never given it any money nor assigned any freighters to serve it; AFAIK the Manager just sniffs Chelt there.)
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Imperial Good
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Re: Manager Morale Influences

Post by Imperial Good » Fri, 24. Jun 22, 23:25

jlehtone wrote:
Fri, 24. Jun 22, 11:02
How does the morale affect the manager anyway?
Subordinate sector range is the main one. Managers near 5 star have 5 sector range on all subordinates.

Rei Ayanami
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Re: Manager Morale Influences

Post by Rei Ayanami » Sat, 25. Jun 22, 01:18

Imperial Good wrote:
Fri, 24. Jun 22, 23:25
jlehtone wrote:
Fri, 24. Jun 22, 11:02
How does the morale affect the manager anyway?
Subordinate sector range is the main one. Managers near 5 star have 5 sector range on all subordinates.
Isn't that the management skill that influences sector range?
Or do both management AND morale affect trading range?

Katorone
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Re: Manager Morale Influences

Post by Katorone » Sat, 25. Jun 22, 01:55

The X4 Manual only has to say this about morale: "All NPCs improve through their MORALE however"

This suggests that NPC with higher morale learn faster? (Or I could be misinterpreting it entirely)
The manual says that management and morale are important skills to have in a manager, but it never says why.

jlehtone
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Re: Manager Morale Influences

Post by jlehtone » Sat, 25. Jun 22, 08:44

A person has attributes: pilot, engineer, marine, manager. And, they have morale.
The effective skill is the corresponding attribute modified by morale.
High morale improves and low morale decreases effective skill.

If you do check details of your crew you should be able to see that for example piloting and skill as captain are not identical for all individuals.


Ok, Managers are mostly about the range.
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Imperial Good
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Re: Manager Morale Influences

Post by Imperial Good » Sat, 25. Jun 22, 14:20

Rei Ayanami wrote:
Sat, 25. Jun 22, 01:18
Isn't that the management skill that influences sector range?
Or do both management AND morale affect trading range?
It is based on effective skill. Which is a weighted average of management and morale for managers. Most of the weight is on management, but morale still has some impact.
Katorone wrote:
Sat, 25. Jun 22, 01:55
This suggests that NPC with higher morale learn faster? (Or I could be misinterpreting it entirely)
It suggests that all NPCs have morale factored into their effective skill calculation. For example pilots are morale and piloting, marines are boarding and morale, managers are management and morale, service crew are engineering and morale, e.t.c.

Eyeklops
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Re: Manager Morale Influences

Post by Eyeklops » Tue, 28. Jun 22, 16:19

Imperial Good wrote:
Sat, 25. Jun 22, 14:20
It is based on effective skill. Which is a weighted average of management and morale for managers. Most of the weight is on management, but morale still has some impact.
I've tested this with a custom game start and a manager with 5* in management and 0* in morale still has a 5 gate range.

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Re: Manager Morale Influences

Post by Imperial Good » Wed, 29. Jun 22, 09:22

Eyeklops wrote:
Tue, 28. Jun 22, 16:19
I've tested this with a custom game start and a manager with 5* in management and 0* in morale still has a 5 gate range.
That is because the 5 gate range starts at ~4 stars combined skill.

You can best see this at work with piloting. A pilot with 3 stars in piloting and 0 stars in morale is not skilled enough to be able to advanced auto trade or auto mine, the default order will be greyed out. They will need either more stars in piloting, or to have their morale raised to roughly 3 stars.

j.harshaw
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Re: Manager Morale Influences

Post by j.harshaw » Mon, 4. Jul 22, 19:04

jlehtone wrote:
Sat, 25. Jun 22, 08:44
A person has attributes: pilot, engineer, marine, manager. And, they have morale.
The effective skill is the corresponding attribute modified by morale.
High morale improves and low morale decreases effective skill.

If you do check details of your crew you should be able to see that for example piloting and skill as captain are not identical for all individuals.
Correct. Technically, there are three ways skill is used in scripts and, rarely, in the code. Either we use an entity's primary skill (management for managers, piloting for pilots, etc.), we use an entity's combinedskill (combination of primary skill and morale, always weighted towards the primary skill), or we use an object's combinedskill (combinedskill of the pilot/manager and crew if object is a ship). Morale is the most important attribute overall since it affects all occupations, but is the least effective for each specific occupation. So you can get a very highly-motivated crewmember and promote him or her to pilot and they'll do better than someone equally unskilled but unmotivated, but they'll be unable to do things that require the technical proficiency of a specialist.
jlehtone wrote:
Sat, 25. Jun 22, 08:44
Ok, Managers are mostly about the range.
This is the most visible to the player, yes.

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