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July 28th, 2003, 07:47 PM
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Colonel
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Join Date: Mar 2002
Location: Colorado
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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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Join Date: Jul 2001
Location: Southern CA, USA
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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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Join Date: Jun 2003
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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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Corporal
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Join Date: Jun 2003
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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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July 28th, 2003, 08:00 PM
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Corporal
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Join Date: Jun 2003
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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 28th, 2003, 08:10 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Psychology mods? Increasing the role of troops?
Quote:
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?
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Nope.
Quote:
Is there any way to mod a facility to give bonuses to defense for troops/WP's on a planet?
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There is an ability available, but it does not work.
Quote:
Any way to incorporate self destruct devices on facilities? Scorched earth style.
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Nope.
Quote:
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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All you can do is have a facility generating more intel points. The intel modifying ability of the Fate Shrine does not work.
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A facility that increases resource production that stacks with robotoid factory. Uh...a Labor Union Center...
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Can't make them stack. The best of each ability that affects a planet is used. They can have one planet affecting ability for each resource functional, and one system affecting ability for each resource functional.
[ July 28, 2003, 19:12: Message edited by: Imperator Fyron ]
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July 28th, 2003, 08:17 PM
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Corporal
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Join Date: Jun 2003
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Re: Psychology mods? Increasing the role of troops?
To brainstorm: Areas that would be affected by Psychology
1)Morale-bonuses to offense/defense, bonuses against boarding
2)Zealots-kamikaze/cobalt bonus, morale bonuses(as above), planetary defense bonuses, scorched earth?
3)Security-secret police, cracking down on spies
4)Industrial morale-propoganda getting the workers to eke out just a little more production
5)Experiments in psychology-drugs, hypno-training, supersoldiers, whacked out psychos
6)Political psychology-bonuses to trade (possible?) from certain facilities
7)Know your enemy-Admiral Thrawn-like bonuses to combat, replicate events predictor?
8)Just won't give up-make ships/units harder to kill, component like shield or armor only smaller or cheaper...something
9)Really go with the Drones-create a different Version of Drones tied to Psych tree. Kamikaze pods, instead of computer they have a single crewman, different advantages/disadvantages compared to regular Drones
10)Propaganda Center-get that war frenzy going, gives bonuses to resource production, intelligence, and research that stacks with the other facilities that give bonuses
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