February 4, 2002, 11:38
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#1
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Warlord
Local Time: 20:11
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 243
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New Faction Idea: Psionic Nation
I'm not sure about this faction so I just wanted to hear some opinions first. Something like:
TECH, Psych, TECH, Biogen, FACILITY, 33(?), MINDCONTROL, 0, PSI, 50, SOCIAL, -INDUSTRY(?), SOCIAL, +EFFICIENCY(?)
Future Society, Thought Control, ?
Politics, Green, nil
That facility 33 should be PSI Gates, which they get from the start! Yeah, I know it's a high level facility but I don't think it's that unbalancing. Not at all sure about the SOCIAL fields.
Basically, the faction represents Human Psis who find the Alien Psi of Planet repulsive (hence no Green). The whole idea of the faction was to get Psi Gates into the game since they're usually not a factor in SP.
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February 4, 2002, 13:33
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#2
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Warlord
Local Time: 20:11
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 243
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For those not familiar with PSI gates this is how they work. A gate can be used once per turn to transport one unit to any other gate. The unit has its full movement. Handy for defending bases and moving colony pods around in the early going.
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February 4, 2002, 14:28
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#3
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Prince
Local Time: 21:11
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Wünderland
Posts: 543
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__________________
... This body holding me reminds me of my own mortality...
... Pain is an illusion...
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February 4, 2002, 14:42
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#4
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Warlord
Local Time: 20:11
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 243
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I don't think 50 is too much. Gaians get +30 for Planet when playing Green. Cult get +40. Psis get +50 but they can't capture Mind Worms without Green (unless they get Manifold Nexus or the Future SE choice) - plus PSI combat isn't that powerful - too many defensive bonuses.
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February 4, 2002, 16:38
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#5
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Prince
Local Time: 20:11
Local Date: October 31, 2010
Join Date: Apr 1999
Location: home
Posts: 601
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I was playing with a Psychic Friends Network faction. I was considering Trance and Empath as FREEABIL for all units. Also an initial Comm frequency and a 25% Psi bonus. Also ++PROBE and SHARETECH 3. All seemed fairly obvious. As for penalties, I liked -RESEARCH and -INDUSTRY. Something about the development of mental powers reduced their ability to manipulate the real world. And they can't run PS.
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February 4, 2002, 18:39
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#6
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Prince
Local Time: 22:11
Local Date: October 31, 2010
Join Date: Jan 2002
Location: Finland
Posts: 416
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It's interesting to have a faction with +50% PSI combat bonus but not much chance to get mindworms in the early game. Just hope that you land near Manifold Nexus . But after you can build mindworms, they might be useful even in the early-mid game, which usually isn't the case. After Cybernetic, lifecycle boosting facilities and PSI weaponry this faction would have a serious advantage in PSI warfare. And of course there are such projects as Dream Twister and Neural Amplifier . It could be fun
__________________
"I'm having a sort of hard time paying attention because my automated teller has started speaking to me, sometimes actually leaving weird messages on the screen, in green lettering, like "Cause a Terrible Scene at Sotheby's" or "Kill the President" or "Feed Me a Stray Cat", and I was freaked out by the park bench that followed me for six blocks last Monday evening and it too spoke to me."
- Patrick Bateman, American Psycho by Bret Easton Ellis
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February 8, 2002, 04:06
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#7
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Emperor
Local Time: 07:11
Local Date: November 1, 2010
Join Date: Dec 2001
Location: of Melbourne, Australia
Posts: 6,851
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Haven't you forgotten to give them Matter Transmission? without it the Gates won't appear until the very end of the game.
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February 8, 2002, 08:24
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#8
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Warlord
Local Time: 20:11
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 243
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No, they don't need the tech to have the facility. I'm going to test this variation next:
#PSIONIC
Psionic Nation, The Psi Talent, Psis, M, 1, Yuri, M, 0, 0, 1, 1, 0,
TECH, Psych, SOCIAL, -INDUSTRY, SOCIAL, -GROWTH, FACILITY, 33, MINDCONTROL, 0, PSI, 50,
Future Society, Thought Control, RESEARCH,
Economics, Green, nil,
Psionic, Psionic
It's fun using those Psi Gates early on; whether it's too unbalancing remains to be seen.
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February 8, 2002, 11:13
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#9
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Prince
Local Time: 20:11
Local Date: October 31, 2010
Join Date: Apr 1999
Location: home
Posts: 601
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Psionic Nation, The Psi Talent, Psis, M, 1, Yuri, M, 0, 0, 1, 1, 0,
I liked this part.
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February 10, 2002, 05:49
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#10
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Beyond the Sword AI Programmer
Local Time: 09:11
Local Date: November 1, 2010
Join Date: Oct 2000
Location: I am a Buddhist
Posts: 5,680
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If the human Psi are at odds with the mindworm psi, shouldn't the faction also suffer a minor planet penalty? (would help to neutralise that high psi bonus - and prevent unideologicol things like the Manifold Nexus allowing mindworm capture).
at yuri, prehaps it needs cheaper probe team actions
Overall a nice, original faction.
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February 10, 2002, 06:17
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#11
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Prince
Local Time: 22:11
Local Date: October 31, 2010
Join Date: Jan 2002
Location: Finland
Posts: 416
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Send us the faction as an attachment when you're finished with it. Sounds interesting. Thanks in advance.
__________________
"I'm having a sort of hard time paying attention because my automated teller has started speaking to me, sometimes actually leaving weird messages on the screen, in green lettering, like "Cause a Terrible Scene at Sotheby's" or "Kill the President" or "Feed Me a Stray Cat", and I was freaked out by the park bench that followed me for six blocks last Monday evening and it too spoke to me."
- Patrick Bateman, American Psycho by Bret Easton Ellis
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