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Re: SEV discussion: Mines
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also what if the size of the ships effected the to hit chance? that might be annother way of keeping the smaller ship sizes all throuhg the game. |
Re: SEV discussion: Mines
Quote:
also what if the size of the ships effected the to hit chance? that might be annother way of keeping the smaller ship sizes all throuhg the game. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Perhaps but the main point I think is that if a fleet is capable of detecting mines it is not going to plow through a minefield after just sweeping what it can. It would stop I think. |
Re: SEV discussion: Mines
ok, I think I see what your saying.
if a mine attempts to destroy/damage a ship and fails does the mine still exist? or has it destroyed itself in the attempt? |
Re: SEV discussion: Mines
I would keep the part where a ship running into an unknown minefield doesn't get to raise shields before the hits come in, but change the mechanics so that ships going into a known minefield should be able to raise shields.
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Re: SEV discussion: Mines
Features adding strategic options is cool, but features that justs adds micromanagement (like the decaying field) is not cool.
Whatever Aaron chooses for plain SEV, I hope he don't forget its a game, not a simulator http://forum.shrapnelgames.com/images/icons/icon12.gif Of course, I don't mind him keeping as many options as possible available for the modders. I can always choose not to play their mods. |
Re: SEV discussion: Mines
Decaying units of any sort is no fun. I am with Primitive on this one. http://forum.shrapnelgames.com/images/icons/icon7.gif Stars! had a lot of horrible features that just drove up the micromanagement without making the game any more fun. Sure, they were realistic, but ALWAYS gameplay over realism. And that is not a blanket statement I have problems making. http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: SEV discussion: Mines
Here is an idea for a mine engine:
You take the number of mines in the minefield and place them in a "x-y grid" based on some setting in a data file. Say approx. 25% of the sectors are occupied with mines by default. The ships that enter the minefield each have a random path through the grid. If they hit a mine then they take damage, if they make it through then great. Of course, this would be a cpu process and not an actual graphic sequence in the game. |
Re: SEV discussion: Mines
I think mines should slow your ships down based on the denisty... ( due to sweeping ) and if you wish to plow though damage will happen.
So you could set your minimal sweep for the fleet / ships and say you say sweep 50 mines a movement and the minefield had 100 mines it would take 2 movement points to sweep it.. If it had a 1000 mines then it would take a while longer... If your fleet is cloaked then the sweepers would be halfed... Uncloaked to sweep sucks... Cloaking is bad as it is... this just ruins it. I would also like to see differnent styles of mines... Yea STars had a good minesystem... it was good but not quite there. |
Re: SEV discussion: Mines
what was missing from stars!'s mining system?
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Re: SEV discussion: Mines
Not having the pointless micromanagement of having to continuously replaced degraded fields for one. http://forum.shrapnelgames.com/images/icons/icon12.gif
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