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Re: [SGII] Alien seed

From: Mark Donald <mark.donald@f...>
Date: Tue, 23 Mar 2004 15:24:19 +0100
Subject: Re: [SGII] Alien seed



John C wrote:

>
>
> Basically, the Kaffir get smarter when they are under stress.  They go
from
> being barely smarter than monkeys to being smarter than humans... if
there's
> sufficient stimulus.	And each time this process occurs, the
"baseline"
> state gets a bit more intelligent.
>
> Officers are generally smart examples of the species; not functioning
on
> human levels, but smarter than the average bug.  They "motivate" their
> troops by hurting them a bit.  Shooting them with pellet guns, beating
them
> with batons...gets the soldier's attention AND raises his IQ a bit.
>

So an easy way to represent this would be to immediately change/up the
Quality
or Leadership counter when the squad got hit. No need for book-keeping
that
way.

The change could perversely be increased the worse the hit. A
suppression might
only cause a 1 pip change to LD or Qual or perhaps nothing at all. While
several wounds could increase LD and Qual by a couple of pips each.
Perhaps
there should be a chart to roll on. Like the Confidence test table in
reverse.

This might even lead to enemy players targeting previously activated
squads for
once, which is meant to happen anyway but rarely does.

Then at the end of the turn, every squad could experience a reduction in
LD or
Qual to represent the subsiding adrenaline levels. Again, a blanket
treatment
does away with book-keeping.

Finally, the player is still able to switch a few Y/G counters for B/O/R
counters every turn to represent officers 'zapping' their own troops
into
action.

Mark

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