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Old July 28th, 2003, 07:17 PM

KnidVermicious KnidVermicious is offline
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Default 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 ]
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  #2  
Old July 28th, 2003, 07:35 PM
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Suicide Junkie Suicide Junkie is offline
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Default 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.
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Old July 28th, 2003, 07:37 PM
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Fyron Fyron is offline
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Default 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.

If we flesh these out more, they can all be added to Adamant, as I think you have some great ideas there.

[ July 28, 2003, 18:41: Message edited by: Imperator Fyron ]
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Old July 28th, 2003, 07:43 PM

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Default 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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Old July 28th, 2003, 07:47 PM

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Default Re: Psychology mods? Increasing the role of troops?

Quote:
Originally posted by KnidVermicious:
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.
Commissar, excellent.

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 ]
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Old July 28th, 2003, 07:49 PM
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Default Re: Psychology mods? Increasing the role of troops?

He had commissar in his initial post. 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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