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  #1  
Old July 28th, 2003, 08:00 PM

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Default 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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Old July 28th, 2003, 08:10 PM
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Default 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?
Nope.

Quote:
Is there any way to mod a facility to give bonuses to defense for troops/WP's on a planet?
There is an ability available, but it does not work.

Quote:
Any way to incorporate self destruct devices on facilities? Scorched earth style.
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.
All you can do is have a facility generating more intel points. The intel modifying ability of the Fate Shrine does not work.

Quote:
A facility that increases resource production that stacks with robotoid factory. Uh...a Labor Union Center...
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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Old July 28th, 2003, 08:17 PM

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Default 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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Old July 28th, 2003, 08:21 PM

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Default Re: Psychology mods? Increasing the role of troops?

Ok, so planet wide abilities don't stack. Hmmm. I still think it would be interesting to offer abilities through Psych tree. Possibly they could cost less or come earlier than from other techs.
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Old July 28th, 2003, 08:24 PM
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Default Re: Psychology mods? Increasing the role of troops?

If they cost less and/or come earlier, they should be less effective.
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Old July 28th, 2003, 08:28 PM

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Default Re: Psychology mods? Increasing the role of troops?

I agree. I think that it should just be a different, not better, way to get that ability. It should be early/cost more or early/less efficient or later/cheaper, later/smaller etc.

Mostly, I just think it would be cool to have Drugged-out Crazy ships, Frothing Maniac Troops, and I've always wanted a Secret Police force of my very own.
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Old July 28th, 2003, 08:32 PM

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Default Re: Psychology mods? Increasing the role of troops?

Would a Propaganda Center that gave bonuses to Intel production, research production, and Resource production be moddable? A combo of Citizen Databank+Robotoid Factory+Computer Complex. Even if it wouldn't stack with the single facilities, you would have the advantage of only using up one slot. Of course, it would have to cost more, come later, or give a lower bonus.
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