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-   -   Tale of A Ship Idea That Failed (http://forum.shrapnelgames.com/showthread.php?t=3276)

Deathstalker June 4th, 2001 06:10 PM

Re: Tale of A Ship Idea That Failed
 
I suppose they could do it this way. Have a minsweeper auto-decloak when encountering a mine field, sweep the mines and then re-cloak, and you would recieve a message in your 'turn box' that a 'cloaked ship was detected in X sector, ' this could go along with a message that 'X mines were swept in X sector'.(which it currently doesn't I think, unless the mines were activated to do damage as well.)

------------------
"The Empress took your name away," said Chance.
Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker.

Saxon June 4th, 2001 06:19 PM

Re: Tale of A Ship Idea That Failed
 
Nitram,

I will admit the Jack of all Trades works better against the AI than my evil human friends. The AI doesn't create obscenly large feilds like a certain individual I know...

Quick question. Many small mines (harder to sweep them all) or a few big ones (putting larger holes in ships)? Which is better for killing folks. Related question. Do larger mines get swept first or is it random? Though bing that you could mix them, hoping to flood the minsweeper and still have some big ones to hurt people with.

Suicide Junkie June 4th, 2001 06:34 PM

Re: Tale of A Ship Idea That Failed
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>(which it currently doesn't I think, unless the mines were activated to do damage as well.)<HR></BLOCKQUOTE>
I got a little message about my minefield being swept & activated by cloaked ships once. Saw one little DN sitting on the wormhole licking its wounds, so I sent one of my DNs in to finish it off.
Boy was I ever surprised to see 10 more DNs decloak as I attacked!
Half a year of repairs later, my $100,000 DN is finally back in service http://www.shrapnelgames.com/ubb/images/icons/icon7.gif.

Nitram Draw June 4th, 2001 06:39 PM

Re: Tale of A Ship Idea That Failed
 
I always build the biggest mines I can, if they get through I want them to hurt! Some people think this is a waste of resources if your opponent can sweep them all but by the time I can build mines I usually don't have many resource problems.

geoschmo June 4th, 2001 07:06 PM

Re: Tale of A Ship Idea That Failed
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Saxon:
Quick question. Many small mines (harder to sweep them all) or a few big ones (putting larger holes in ships)? Which is better for killing folks.<HR></BLOCKQUOTE>
Well it used to be small mines were better since you could put more out there for the same resources and it was more efficient. However, with the size of the mine field being limited to 100 mines now I am not sure that is true anymore.

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR> Related question. Do larger mines get swept first or is it random? Though bing that you could mix them, hoping to flood the minsweeper and still have some big ones to hurt people with.<HR></BLOCKQUOTE>

Good question. Not sure. Will have to run some simulations and see if I can figure it out.

Geo

June 4th, 2001 10:25 PM

Re: Tale of A Ship Idea That Failed
 
You can go bankrupt in radioactives early in the game with double warhead small mines. I am building single warhead small - see TDM-Modpack politics in really big game. Later when I have a higher yard rate and excess rads I will build double warhead small. I think larger mines make no sense until minesweepers do different rates based on size. If you expect the entire field to be swept, park a fleet of fighters on the minefield. If you can afford it, put bases on the field - lower maintenance than ships. If you are throwing away surplus, put a fleet of dreadnoughts on every minefield. Then when the field is swept, skip replacing it.

P.S. When you are near the limit on units in space it makes more sense to use large satellites to defend warp points. They get that first shot before ships can move out of range. Be sure to put the best shield on them or they will die like flies.

[This message has been edited by LCC (edited 04 June 2001).]

Suicide Junkie June 4th, 2001 11:37 PM

Re: Tale of A Ship Idea That Failed
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>P.S. When you are near the limit on units in space it makes more sense to use large satellites to defend warp points. They get that first shot before ships can move out of range. Be sure to put the best shield on them or they will die like flies.<HR></BLOCKQUOTE>
Large Nullspace or PPBs work very well in this situation.

Cripple the enemy before they can react with the nullspace, and then cut the remains to pieces with PPBs.

Marty Ward June 5th, 2001 01:48 AM

Re: Tale of A Ship Idea That Failed
 
Early in the game you are much better off building the most powerful mine you can. The chances are higher that the mine will hit as most races will not have a large minesweeper ship(s) and you will take out more ships with less mines.
No matter what limit you set, once you can build enough minesweepers capable of removing all mines from any location there isn't much point in using mines at all.

Suicide Junkie June 5th, 2001 02:58 AM

Re: Tale of A Ship Idea That Failed
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>No matter what limit you set, once you can build enough minesweepers capable of removing all mines from any location there isn't much point in using mines at all.<HR></BLOCKQUOTE>
Thats why I set the limit to 100,000 http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

Marty Ward June 5th, 2001 03:18 AM

Re: Tale of A Ship Idea That Failed
 
Just means you have to build more minesweepers http://www.shrapnelgames.com/ubb/images/icons/icon7.gif..ok a LOT more


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