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  #1  
Old July 28th, 2003, 11:10 PM
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Default 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.
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  #2  
Old July 28th, 2003, 11:15 PM

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Default 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
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Old July 28th, 2003, 11:19 PM
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Default 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 ]
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Old July 29th, 2003, 04:49 AM
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Default 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.
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Old July 29th, 2003, 06:12 AM
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Default Re: Psychology mods? Increasing the role of troops?

Which is exactly what both PvK and I said earlier.
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Old July 29th, 2003, 03:12 PM
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Default Re: Psychology mods? Increasing the role of troops?

Pychology could be used in urban planning, leading to more efficient/ compact Proportions-style city facilities.
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  #7  
Old July 29th, 2003, 05:05 PM

KnidVermicious KnidVermicious is offline
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Default Re: Psychology mods? Increasing the role of troops?

So here's my first shot.

New techs:1059489950.txt

New facilities:1059489990.txt

New components:1059489990.txt

These are just to flesh out concepts. Numbers, cost, etc. are all extremely rough. This is my first attempt at any kind of mod, so I'm sure these are unbalanced.

Overview:

1)Added 2 new techs under Psychology-Applied Poli Sci, Political Indoctrination, and Experimental Psychology.

2)Level 2 Psychology gives access to Advanced Psychological Analysis, Advanced Political Indoctrination, and Advanced Experimental Psych.

3)Applied Poli Sci (1-3)gives:
* Urban Pacification Center(unchanged)
* Propaganda Center(fac)= +2/+4/+6% to min, rad, org, intel, and research points (government rallying the workers)
* Secret Police HQ (fac)= +to intel, -to all other production (secret police root out spies but have bad effect on morale/economy)

4)Political Indoctrination (1-3) gives:
*Commissar(comp)-bonus to combat, self destruct (forcibly improves morale, will not allow surrender)
*Fanatical Crew (comp)=crew quarter provides extra boarding defense, more hit points, and combat bonuses

5)Experimental Psychology(1-3) gives:
*Psychotropic Drugs (comp)=bonus to offense, penalty to defense

6)Advanced Psych Analysis (1-3)gives:
*Xeno Profiling Center(fac)=system wide bonuses to combat

7)Advanced Political Indoctrination(1-3)gives:
*Banzai pods(comp)=hard to kill kamikaze fighters
*Suicide Assault (comp)=troopers jump onto enemy hull,(high damage, range 1, skip shields, massive supply use, reload 30)

8)Advanced Experimental Psych (1-3)gives:
*mind blank crew (comp) combines crew quarter/bridge/life support and MC with self destruct-hopefully will create a crew immune to subVersion,immune to virus, and will blow themselves up instead of capture. Also gives combat bonuses.

All balance, naming, modding, or new idea suggestions are appreciated.

Thanks
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