Your newly-created crew in The Alters find themselves thrust into a terrible and frightening situation, to say nothing of an unwelcome existential quandry. Keeping the base running, and everyone in it alive, means helping them keep their morale up in the face of overwhelming odds and crushing despair. The tools you have at your disposal for this are meager, but they're enough to see the mission through.
If you don't keep an eye on the Alters' moods, they may stop working or take more drastic measures to make their voices heard. Take these steps to avoid those dire consequences.
The Basics
Alters' moods aren't tracked on a simple scale; instead, events and interactions will cause them to feel specific emotions such as Joy, Motivation, Frustration, or Rebellion. The feelings that are most prominent (usually the ones that have cropped up the most often and the most recently) will be at the forefront, affecting their overall mood the most. Since you don't have full control over what the Alters feel, it's best to make it easier for them to experience positive emotions and steer them away from negative ones.
Day-To-Day Events
Alters' everyday routine can have a major impact on their overall mood. Missing meals or being forced to sleep on the floor will quickly anger them, while surviving a crisis or rescuing Jan in the field can give them a boost. The best way to establish a baseline for morale is to ensure that there is a bed for everyone, and that there's always at least one meal for eveyone (including yourself) before ending the day.
Conversations Your interactions with the Alters will change their mood based on what you say. It can be tricky to tell how different dialogue options will come off, and sometimes there is no good choice. The best thing you can do is pay attention to each Alter's biogaraphy in the Quantum Computer, and try to understand their personality and values. If you say things that they agree with and make choices that they support, they'll feel good about it... and the opposite is true as well.
Gifts Cargo Pods containing Jan's old belongings can be found around the planet. When you find them, you can give gifts to the Alters to improve their mood once. Not every item can be given to every Alter. Pay attention to the item description and each Alter's biography; you can also check to see if a speech bubble has appeared over the Alter's face on the left side of the screen, which usually means you can give them the new gift.
Entertainment
There are several room modules that you can add to the base that will provide entertainment to the Alters while they're off shift, increasing their mood without you having to do anything. Many of these rooms also have options for you to actively intervene, providing a bigger boost at the expense of time.
Social Room
The Social Room is the best module overall for maintaining morale, as it has two options for increasing Alters' moods manually; beer pong and movie nights. Even if you aren't present, the Alters can still hang out here after work for a boost, though it's most effective on characters who are extroverted and enjoy a drink, like the Technician.
- Beer Pong lets you spend an hour challenging a single Alter to a game. If you win the game, your opponent gets Motivation; if you lose (or use autoplay to skip the minigame), they gain Joy instead.
- If you've found a movie while exploring the planet, you can watch it with the entire crew. Doing so takes three hours, but gives everyone a huge mood boost, especially if it's their first time seeing that movie. Note, though, that Alters who are angry with you may refuse to join you for the movie night.
Gym
The Gym lets Alters work out between shifts, slightly improving their mood. Alters who like exercise, like the Refiner, will get more out of the Gym than others.
Park With Bench
If you find the holoprojector in Act 2, you can use it to create a park inside the base. This calming room lets Alters relax during their time off, and is best for Alters who enjoy peace and quiet, like the Scientist.
Contemplation Room
The Contemplation Room is best used if an Alter's mood is extremely bad; if you think they're on the verge of a breakdown, assign them to a Contemplation Pod. The Contemplation Room can treat up to two Alters simultaneously; they won't do any work while they're in the pods, but they'll gradually gain positive emotions during their treatment, hopefully stabilizing them.
Injuries And Death
Alters working outside the base are always at risk of injury, but that risk increases if they're in a bad mood. If an Alter suffers an injury or radiation burn, it will only recover if they're inside the base - ideally resting. If they continue to work, the injury will worsen, and their mood along with it.
If you make an injured or burned Alter continue to work, they can develop a heavy injury, which will eventually kill them if it isn't treated in the Infirmary. If an Alter dies, you don't get their Quantum Computer slot back, so you'll be short-handed for the rest of the game.
Assigning an Alter to an Infirmary Bed will speed their recovery from either status condition. If the Doctor is assigned to oversee their care, they'll recover an astonishing eight times faster. Some injuries occur as part of story events, so even if you're careful you should have an Infirmary at the ready... just in case.
The above is the detailed content of The Alters: How To Keep Your Alters Happy. For more information, please follow other related articles on the PHP Chinese website!

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