|
|
|
|
 |

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 ]
|

July 29th, 2003, 04:49 AM
|
 |
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: Psychology mods? Increasing the role of troops?
The Combat To Hit abilities stack only with other components of different families. So if you put two Combat Sensors on a ship, you'll only get the effect of one, but if you put a Combat Sensor and a Psychotropic Drug Distributor on a ship, you'll get the effect of both.
__________________
The Ed draws near! What dost thou deaux?
|

July 29th, 2003, 06:12 AM
|
 |
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?
Which is exactly what both PvK and I said earlier. 
|

July 29th, 2003, 03:12 PM
|
 |
General
|
|
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Psychology mods? Increasing the role of troops?
Pychology could be used in urban planning, leading to more efficient/ compact Proportions-style city facilities.
|
| 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
|
|
|
|
|