|
|
|
|
 |

July 28th, 2003, 07:37 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
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 ]
|

July 28th, 2003, 07:43 PM
|
|
Corporal
|
|
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|

July 28th, 2003, 07:47 PM
|
|
Colonel
|
|
Join Date: Mar 2002
Location: Colorado
Posts: 1,727
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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 ]
|

July 28th, 2003, 07:49 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
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.
|

July 28th, 2003, 07:53 PM
|
|
Corporal
|
|
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|

July 28th, 2003, 07:55 PM
|
|
Corporal
|
|
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|

July 28th, 2003, 08:00 PM
|
|
Corporal
|
|
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|