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				July 28th, 2003, 10:47 PM
			
			
			
		  
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				National Security Advisor 
				
				
				
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				Re: Psychology mods? Increasing the role of troops?
	
			 
             
			
		
		
		
		Image? How about a fried egg? ("This is your ship. This is your ship on drugs.") 
 
PvK 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				July 28th, 2003, 10:55 PM
			
			
			
		  
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				Shrapnel Fanatic 
				
				
				
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				Re: Psychology mods? Increasing the role of troops?
			 
             
			
		
		
		
		/me shudders involuntarily 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				July 28th, 2003, 11:10 PM
			
			
			
		  
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				Second Lieutenant 
				
				
				
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				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%
			
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 Entirely possible, yes.  One component with both the combat-to-hit-plus and combat-defense-minus traits. 
 
 
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				2) Commissar/political officer-component that adds to boarding defense (counts as X boarding parties or something, but is smaller)
			
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 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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-- GMPax
 
Download the  Small Ships mod, v0.1b Beta 2.
			  
		
		
		
		
		
		
	
		
		
	
	
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				July 28th, 2003, 11:15 PM
			
			
			
		  
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				Corporal 
				
				
				
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				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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				July 28th, 2003, 11:19 PM
			
			
			
		  
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				Shrapnel Fanatic 
				
				
				
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				Re: Psychology mods? Increasing the role of troops?
			 
             
			
		
		
		
		
	Quote: 
	
	
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				 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
			
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 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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				July 29th, 2003, 04:49 AM
			
			
			
		  
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				General 
				
				
				
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				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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				July 29th, 2003, 06:12 AM
			
			
			
		  
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				Re: Psychology mods? Increasing the role of troops?
			 
             
			
		
		
		
		Which is exactly what both PvK and I said earlier.     
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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