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July 29th, 2003, 06:38 PM
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Corporal
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Re: Psychology mods? Increasing the role of troops?
I worked up a Combat Apothecary unit. This makes me want to expand the Biology tech to include super-soldier genetic engineering type stuff. Has anyone done this before? Is there much point in diversifying the options available to ground units?
The Combat Apothecary goes from 1-3, scaling by cost, size, and bonuses.
Name := Combat Apothecary III
Description := Field unit dispenses stimpacks and psychotropic drugs to combat troops.
Pic Num := 271
Tonnage Space Taken := 20
Tonnage Structure := 20
Cost Minerals := 40
Cost Organics := 400
Cost Radioactives := 0
Vehicle Type := Troop
Supply Amount Used := 0
Restrictions := One Per Vehicle
General Group := Vehicle Control
Family := 7100
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 2
Tech Area Req 1 := Troops
Tech Level Req 1 := 3
Tech Area Req 2 := Experimental Psychology
Tech Level Req 2 := 3
Number of Abilities := 3
Ability 1 Type := Ship Bridge
Ability 1 Descr :=
Ability 1 Val 1 := 0
Ability 1 Val 2 := 0
Ability 2 Type := Combat To Hit Offense Plus
Ability 2 Descr := Frenzy gives a 20% attack bonus to stack.
Ability 2 Val 1 := 20
Ability 2 Val 2 := 0
Ability 3 Type := Combat To Hit Defense Minus
Ability 3 Descr := Recklessness causes a -20% defense penalty to stack.
Ability 3 Val 1 := 20
Ability 3 Val 2 := 0
Weapon Type := None
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July 29th, 2003, 06:45 PM
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Corporal
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Re: Psychology mods? Increasing the role of troops?
What could be modded for ground units?
1)combat bonuses, which affect the stack(super soldiers, berzerkers)
2)hit points, possibly making small size-high hit point comps
3)Heavy weapons/Anti-armor teams-high damage very low reload
4)Any way of creating kamikaze units? Troops can't ram, correct?
range, boarding, subVersion, speed,cloaking, etc. have no effect on ground combat, correct?
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July 29th, 2003, 06:48 PM
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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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July 29th, 2003, 06:54 PM
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Shrapnel Fanatic
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Location: Waterloo, Ontario, Canada
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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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July 29th, 2003, 07:26 PM
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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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July 29th, 2003, 07:40 PM
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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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July 29th, 2003, 07:44 PM
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Colonel
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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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