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Psychology mods? Increasing the role of troops?
I'm fairly new to the game and I mostly play Proportions, but I was wondering: Do any mods add to the Psychology tree? It seems fairly underdeveloped.
As I'm sitting here eating my dry turkey sandwich for lunch I had a few ideas. I'm not a modder so I don't know if they are feasible: 1) Psychotropic Drugs/Rage Engine-Component that increases offense% whil decreasing defense% 2) Commissar/political officer-component that adds to boarding defense (counts as X boarding parties or something, but is smaller) 3)Mind Blank-component that counteracts Psychic scanning(not sure how that would work, possibly replicate MC with different costs or drawbacks) 4)Martyr culture-a component that replicates kamikaze/cobalt warhead but more powerful or with some bonus 5)Zealots/Indoctrination-troop components that increase offense/defense I think the Psychology tree could be fleshed out much more. Maybe re-creating components/facilities from other trees (provide similar bonuses) but with different costs/sizes or at different places in the Psych tree. Any suggestions? [ July 29, 2003, 18:27: Message edited by: KnidVermicious ] |
Re: Psychology mods? Increasing the role of troops?
Those are all moddable.
Although I doubt a political officer would help much to fend off alien invaders with guns and armor. You may be thinking of an intel defense type thing. |
Re: Psychology mods? Increasing the role of troops?
Well... Adamant adds some facilities that only affect the planet's happiness instead of the whole system, and do it at double the rate. http://forum.shrapnelgames.com/images/icons/icon12.gif
If we flesh these out more, they can all be added to Adamant, as I think you have some great ideas there. http://forum.shrapnelgames.com/images/icons/icon7.gif [ July 28, 2003, 18:41: Message edited by: Imperator Fyron ] |
Re: Psychology mods? Increasing the role of troops?
I guess I was thinking of a political officer being a "motivator" when defending the ship. Sort of a "If you dare surrender this ship to these xeno+scum pirates I'll kill you myself" thing. You know, to build morale.
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Re: Psychology mods? Increasing the role of troops?
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Officers that don't carry sidearms to engage the enemy with them, they carry sidearms so that they may easily engage their own men. [ July 28, 2003, 18:49: Message edited by: Loser ] |
Re: Psychology mods? Increasing the role of troops?
He had commissar in his initial post. http://forum.shrapnelgames.com/images/icons/icon12.gif Political Officers are not quite the same thing. They create propaganda to build moral. They do not shoot people trying to run away.
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Re: Psychology mods? Increasing the role of troops?
Yeah, I guess I was thinking of commissar for the defense against boarding. I think a political officer would be good for a defense against mutiny, which in SEIV could be represented by Allegiance Subverter. Is there any way to have a component give the MC's defense against the Subverter without giving the bonus of not needing a bridge, crew, and life support?
Is there any way to mod a facility to give bonuses to defense for troops/WP's on a planet? Any way to incorporate self destruct devices on facilities? Scorched earth style. |
Re: Psychology mods? Increasing the role of troops?
I like the idea of a facility adding intel defense. How could that be done? Something like a Secret Police HQ or something.
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Re: Psychology mods? Increasing the role of troops?
Another idea:
A facility that increases resource production that stacks with robotoid factory. Uh...a Labor Union Center... I realize that some of these are covered by other techs, but I think its interesting to add a different path to reach the same goal, especially if it makes the Psych branch a little more useful. |
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[ July 28, 2003, 19:12: Message edited by: Imperator Fyron ] |
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