Re: Psychology mods? Increasing the role of troops?
Let's see if this formats properly. I have no image, and I don't know about the family bit yet. I thought the component should be small and based on organics. I figured it in 3 levels giving +10/-10 to +30/-30 with organic prices of 400,600,800. The tech would be level I under Psychology and price equivelant to Applied Poli Sci. I'm just pulling those numbers out of the air, though. I don't have a great grasp of balance yet.
Name := Psychotropic Drugs I
Description := Chemical stimulants send crew into a battle frenzy.
Pic Num := 12
Tonnage Space Taken := 5
Tonnage Structure := 5
Cost Minerals := 0
Cost Organics := 400
Cost Radioactives := 0
Vehicle Type := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used := 0
Restrictions := None
General Group := Sensors
Family := 18
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Psychotropic Drugs
Tech Level Req 1 := 1
Number of Abilities := 2
Ability 1 Type := Combat To Hit Offense Plus
Ability 1 Descr := Gives a 10% attack bonus in combat (only 1
component per ship effective).
Ability 1 Val 1 := 10
Ability 1 Val 2 := 0
Ability 2 Type := Combat To Hit Defense Plus
Ability 2 Descr := Recklessness causes a -10% defense penalty in
combat.
Ability 2 Val 1 := -10
Ability 2 Val 2 := 0
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