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  #11  
Old July 28th, 2003, 08:17 PM

KnidVermicious KnidVermicious is offline
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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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  #12  
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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  #13  
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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  #14  
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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  #15  
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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  #16  
Old July 28th, 2003, 08:42 PM
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Default Re: Psychology mods? Increasing the role of troops?

Certainly. There is no practical limit to the number of abilities you can give a facility, component, etc. I suggest making that one be planet-affecting instead of system-affecting, as it would need to be close by to have an effect.

[ July 28, 2003, 19:43: Message edited by: Imperator Fyron ]
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  #17  
Old July 28th, 2003, 09:47 PM

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

Well I'm taking my first step into a broader world. I'm going to attempt to mod this. I'm going to start with Psychotropic Drugs.

Question: Does "Combat To Hit Offense Plus" component stack with others? ie will Psychotropic Drugs stack with Combat Sensors?
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  #18  
Old July 28th, 2003, 09:52 PM
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Default Re: Psychology mods? Increasing the role of troops?

As long as it is a different family, yes. Two components in the same family do not stack. But, two components in different families will stack (with that ability).
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  #19  
Old July 28th, 2003, 09:55 PM
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Default Re: Psychology mods? Increasing the role of troops?

It'll stack if it is a different family. The best value from each family is added to the best value from all of the other families.

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  #20  
Old July 28th, 2003, 10:00 PM

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

Having seperate families doesn't work with facilities though?
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