Difference between revisions of "Mind Control"

From UFOpaedia
Jump to navigation Jump to search
m
m (added some more details)
Line 1: Line 1:
 
Mind Control is the deadliest use of [[Psionics]] by [[Ethereal]]s or higher-ranking [[Sectoid]]s. After [[Psi-Lab]] training, your soldiers can attempt mind control themselves using the [[Psi-Amp]].
 
Mind Control is the deadliest use of [[Psionics]] by [[Ethereal]]s or higher-ranking [[Sectoid]]s. After [[Psi-Lab]] training, your soldiers can attempt mind control themselves using the [[Psi-Amp]].
  
A successful Mind Control attack by an alien immediately converts the soldier to the alien's side for the duration of the turn and gives them a full complement of TU's to do actions with - such as shooting teammates in the back. The soldier will continue to be on the alien's side for your next turn, will use reaction fire on your own troops, and will even be represented on the map as an alien red dot when spotted. At the start of the alien's next turn, unless they perform another successful Mind Control attack, the soldier will revert back to your side.
+
A successful Mind Control attack by an alien immediately converts the soldier to the alien's side for the duration of the turn and gives them a full complement of TUs to do actions with - such as shooting teammates in the back. The soldier will continue to be on the alien's side for your next turn, will use reaction fire on your own troops, and will even be represented on the map as an alien red dot when spotted. At the start of the alien's next turn, the soldier will revert back to your side (unless the enemy has performed yet another successful Mind Control attack).
  
 
The same applies in reverse when you control an alien.
 
The same applies in reverse when you control an alien.
  
The alien robotic ground support weapons ([[Cyberdisc]]s and [[Sectopod]]s) have psi receiver circuits which allow them to be directed psionically by their squads, much as our own HWP's use a radio link.  
+
Wary commanders recommended dropping weapons and grenades if you fear your men may become mind-controlled (or even paniced to the point of becoming berserk - berserked soldiers shoot the nearest individual, which is almost always your own team). Mind controlled troops will even take weapons out of their backpack or reload them. Anyone who has been successfully mind controlled should be marked as psi poor, and fired or used only for non-psi missions (no Ethereals or high-ranking Sectoids).
  
However, these units are even more difficult to control than Ethereals themselves. Furthermore, studies have shown that all "large" alien species in fact have 4 brains/ control modules implanted in each of their 4 quarters. Each successful mind control attempt will only affect one quarter, leading to... strange things. Such as being able to attack, or be attacked by, the other quarters.
+
The alien robotic ground support weapons ([[Cyberdisc]]s and [[Sectopod]]s) have psi receiver circuits which allow them to be directed psionically by their squads, much as our own HWPs use a radio link. However, these units are even more difficult to control than Ethereals. Furthermore, studies have shown that all "large" alien species in fact have a brain/ control module implanted in each of their four quarters. Each successful mind control attempt will only affect one quarter, leading to... strange things. Such as being able to attack, or be attacked by, the other quarters. Or the other three quarters take the fourth for a ride - and the creature basically attacks you as usual.
  
Psionic control is so taxing, it only lasts for a limited period of time. (that turn) It has to be re-established every turn. During this round, control is absolute, and even outright killing of the controller isn't going to snap the victim out of it, much less mere distractions. Even if no orders are given, and the controlling unit dies, the victim will still obligingly take potshots (reaction fire) at former team mates. ''
+
Psionic control is so taxing, it only lasts for a limited period of time (that turn). It has to be re-established every turn. During this round, control is absolute, and even outright killing of the controller isn't going to snap the victim out of it, much less mere distractions. Even if no orders are given, and the controlling unit dies, the victim will still obligingly take potshots (reaction fire) at former team mates. ''
  
If a soldier is under alien control when the last alien is shot to end the mission, that soldier will become MIA.  
+
Note that aliens under mind control are considered 'friendlies' and do not give you credit or experience if you shoot them. Also, if one of your soldiers is under alien control when the last alien is shot to end the mission, that soldier will become MIA.  
  
 
--[[User:JellyfishGreen|JellyfishGreen]] 06:11, 26 Aug 2005 (PDT) & notes from Jasonred
 
--[[User:JellyfishGreen|JellyfishGreen]] 06:11, 26 Aug 2005 (PDT) & notes from Jasonred

Revision as of 19:06, 20 September 2005

Mind Control is the deadliest use of Psionics by Ethereals or higher-ranking Sectoids. After Psi-Lab training, your soldiers can attempt mind control themselves using the Psi-Amp.

A successful Mind Control attack by an alien immediately converts the soldier to the alien's side for the duration of the turn and gives them a full complement of TUs to do actions with - such as shooting teammates in the back. The soldier will continue to be on the alien's side for your next turn, will use reaction fire on your own troops, and will even be represented on the map as an alien red dot when spotted. At the start of the alien's next turn, the soldier will revert back to your side (unless the enemy has performed yet another successful Mind Control attack).

The same applies in reverse when you control an alien.

Wary commanders recommended dropping weapons and grenades if you fear your men may become mind-controlled (or even paniced to the point of becoming berserk - berserked soldiers shoot the nearest individual, which is almost always your own team). Mind controlled troops will even take weapons out of their backpack or reload them. Anyone who has been successfully mind controlled should be marked as psi poor, and fired or used only for non-psi missions (no Ethereals or high-ranking Sectoids).

The alien robotic ground support weapons (Cyberdiscs and Sectopods) have psi receiver circuits which allow them to be directed psionically by their squads, much as our own HWPs use a radio link. However, these units are even more difficult to control than Ethereals. Furthermore, studies have shown that all "large" alien species in fact have a brain/ control module implanted in each of their four quarters. Each successful mind control attempt will only affect one quarter, leading to... strange things. Such as being able to attack, or be attacked by, the other quarters. Or the other three quarters take the fourth for a ride - and the creature basically attacks you as usual.

Psionic control is so taxing, it only lasts for a limited period of time (that turn). It has to be re-established every turn. During this round, control is absolute, and even outright killing of the controller isn't going to snap the victim out of it, much less mere distractions. Even if no orders are given, and the controlling unit dies, the victim will still obligingly take potshots (reaction fire) at former team mates.

Note that aliens under mind control are considered 'friendlies' and do not give you credit or experience if you shoot them. Also, if one of your soldiers is under alien control when the last alien is shot to end the mission, that soldier will become MIA.

--JellyfishGreen 06:11, 26 Aug 2005 (PDT) & notes from Jasonred