|
|
|
|
 |

July 28th, 2003, 10:33 PM
|
|
Corporal
|
|
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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
|

July 28th, 2003, 10:40 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?
You might not want it in family 18... try going with 3000 or some unused number (just do a search for Family := 3000 (with the correct spaces) in the comps file).
|

July 28th, 2003, 10:47 PM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Psychology mods? Increasing the role of troops?
Image? How about a fried egg? ("This is your ship. This is your ship on drugs.")
PvK
|

July 28th, 2003, 10:55 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?
/me shudders involuntarily
|

July 28th, 2003, 11:10 PM
|
 |
Second Lieutenant
|
|
Join Date: Jul 2002
Posts: 442
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Psychology mods? Increasing the role of troops?
Quote:
Originally posted by KnidVermicious:
1) Psychotropic Drugs/Rage Engine-Component that increases offense% whil decreasing defense%
|
Entirely possible, yes. One component with both the combat-to-hit-plus and combat-defense-minus traits.
Quote:
|
2) Commissar/political officer-component that adds to boarding defense (counts as X boarding parties or something, but is smaller)
|
I'll go you one better: make it an auxiliary bridge with anti-boarding properties. Then you can haveonly one per ship, it helps resist the Allegience Subverter, keeps the ship under control if the bridge is taken out, and provides some additional anti-boarding defense.
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
|

July 28th, 2003, 11:15 PM
|
|
Corporal
|
|
Join Date: Jun 2003
Posts: 96
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Psychology mods? Increasing the role of troops?
Here's the Propaganda Center. I see it going +2/+4/+6. Any tips on balance for any of these? Especially with research costs, etc.
Name := Propaganda Center I
Description := Relentless propaganda drives citizens to increase
production.
Facility Group := Population Support
Facility Family := 6600
Roman Numeral := 1
Restrictions := None
Pic Num := 37
Cost Minerals := 1000
Cost Organics := 4000
Cost Radioactives := 1000
Number of Tech Req := 1
Tech Area Req 1 := Applied Political Science
Tech Level Req 1 := 1
Number of Abilities := 5
Ability 1 Type := Resource Gen Modifier Planet - Minerals
Ability 1 Descr := Increase mineral production on a planet by 2% (only 1
facility per planet effective).
Ability 1 Val 1 := 2
Ability 1 Val 2 := 0
Ability 2 Type := Resource Gen Modifier Planet - Organics
Ability 2 Descr := Increase organic production on a planet by 2% (only 1
facility per planet effective).
Ability 2 Val 1 := 2
Ability 2 Val 2 := 0
Ability 3 Type := Resource Gen Modifier Planet - Radioactives
Ability 3 Descr := Increase radioactive production on a planet by 2%
(only 1 facility per planet effective).
Ability 3 Val 1 := 2
Ability 3 Val 2 := 0
Ability 4 Type := Planet Point Generation Modifier - Research
Ability 4 Descr := Increase all research on a planet by 2% (only 1
facility per planet effective).
Ability 4 Val 1 := 2
Ability 4 Val 2 := 0
Ability 5 Type := Planet Point Generation Modifier - Intelligence
Ability 5 Descr := Increase all intelligence generation on a planet by
2% (only 1 facility per planet effective).
Ability 5 Val 1 := 2
Ability 5 Val 2 := 0
|

July 28th, 2003, 11:19 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?
Quote:
|
I'll go you one better: make it an auxiliary bridge with anti-boarding properties. Then you can haveonly one per ship, it helps resist the Allegience Subverter
|
How does an Aux Bridge help it against the AS? The AS just has a percent chance to convert the ship based on its damage. No components on the ship have any effect on this save the MC, which prevents it entirely.
Knid, you should probably add new tech Psychology-related areas. It is not good to have one tech area give 10 different items IMO.
[ July 28, 2003, 22:20: Message edited by: Imperator Fyron ]
|
| 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
|
|
|
|
|