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  #41  
Old July 29th, 2003, 06:48 PM

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

Possible way to protect troops from ship based weapons, thereby forcing the enemy to land troops and engage on the ground?

[ July 29, 2003, 17:49: Message edited by: KnidVermicious ]
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  #42  
Old July 29th, 2003, 06:54 PM
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Default Re: Psychology mods? Increasing the role of troops?

3)Heavy weapons/Anti-armor teams-high damage very low reload
Reload time is ignored for troops.

Planetary shields could do the job; Landing troops will bypass the planetary shields.
You could also remove planets from the target list of ship-based weapons.
On a planetary scale, Meson bLasters will do no damage, for instance... APBs will not penetrate an atmosphere... Only CSMs with nuclear warheads or a long-term ground troop presence will have a significant effect.

[ July 29, 2003, 18:00: Message edited by: Suicide Junkie ]
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  #43  
Old July 29th, 2003, 07:26 PM

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

Oooh I like it. I think removing planets as targets for the weapons would be simplest (not quickest) Then I could expand the planet assault weapons some, increase the choices for troops. I suppose you would have to tone down weapon platforms some in order to get troops to land.

What possible side effects could come from changing these? How does the targeting order work for planets? WP die, then troops, then facs?

I guess this is going about outside of Psychology, but I've been bitten by the modding bug. I just like thinking about what could change.
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  #44  
Old July 29th, 2003, 07:40 PM

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

Question: Does the component ability "Component Destroyed On Use" work with weapons? If I use it on Suicidal Assault will it shoot, and then destroy itself? Also, could this ability be added to a troop to create a high damage, guy-with-a bomb on his back, that would then destroy itself?
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  #45  
Old July 29th, 2003, 07:44 PM

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

If that effect works on Weapons (which I don't think it does) and it work on Units, it would still need to be the only component on the Unit, as a Unit does not lose components or their abilities: the entire Unit must be destroyed.
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  #46  
Old July 29th, 2003, 07:48 PM

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

Well, that's how I envision it. A suicidal bomber runs up to the enemy and blows himself up (destroying the unit) and hopefully taking some enemy with him.

Does anyone else think that planetary assaults/ground combat should be a bigger part of the game, or is it just me? Not to say I don't enjoy slagging a planet, but I also love the thought of my space marines dropping on a planet. I want the ground combat side to have more flesh, I guess.
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  #47  
Old July 29th, 2003, 07:53 PM

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

In a similar vein, if you set Weapon Type to Warhead (like Kamikaze Warhead) does that mean it destroys itself? Does it apply damage to the ship? Can it only be used on a ram action?
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  #48  
Old July 29th, 2003, 07:54 PM
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Default Re: Psychology mods? Increasing the role of troops?

Quote:
Component Destroyed On Use
This only works on components that have a Use button on the main game interface, such as Emergency Movement/Supply and Stellar Manipulation. I am fairly sure it does not work for Cloaking though.
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  #49  
Old July 29th, 2003, 07:57 PM

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

How about Warhead?

Does that work on Troops?
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  #50  
Old July 29th, 2003, 07:59 PM
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Default Re: Psychology mods? Increasing the role of troops?

Quote:
Originally posted by KnidVermicious:
In a similar vein, if you set Weapon Type to Warhead (like Kamikaze Warhead) does that mean it destroys itself? Does it apply damage to the ship? Can it only be used on a ram action?
A warhead adds its damage to the damage done by the ship in a ram. It can not fire on targets.
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