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July 28th, 2003, 07:35 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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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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July 28th, 2003, 07:37 PM
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Shrapnel Fanatic
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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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July 28th, 2003, 07:43 PM
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Corporal
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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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July 28th, 2003, 07:47 PM
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Colonel
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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.
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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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July 28th, 2003, 07:49 PM
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Shrapnel Fanatic
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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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July 28th, 2003, 07:53 PM
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Corporal
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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.
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July 28th, 2003, 07:55 PM
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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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