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-   -   SEV discussion: Mines (http://forum.shrapnelgames.com/showthread.php?t=11168)

se5a January 23rd, 2004 07:51 PM

SEV discussion: Mines
 
its prety much agreed that the current seiv mines are not the greatest. how do you think they should work?

a copple of things I have seen thown around in other threads are:

1) mine decay rate - personaly I dont like this idea, I would rather see mines become obsolite than just dissapear.

2) mines should dammage ships in a fleet randomly instead of one afer annother - yup, I like this.

3) different types of mine component - this could be interesting, mines that only take out engines, shields, etc.

here is an idea I would like to propse:
mine fields that can be orderd to dettonate on all empires, only enemy empires, or enemy empires + empires X, and Z. this could be usefull for protecting those home systems especialy good for the more xenofobic races.

Ragnarok January 23rd, 2004 08:07 PM

Re: SEV discussion: Mines
 
Quote:

1) mine decay rate.
<font size="2" face="sans-serif, arial, verdana">I wouldn't mind seeing a system such as this. Stars! had it and I liked it.

Quote:

2) mines should dammage ships in a fleet randomly instead of one afer annother.
<font size="2" face="sans-serif, arial, verdana">I like this idea as well.

Quote:

3) different types of mine component - this could be interesting, mines that only take out engines, shields, etc.
<font size="2" face="sans-serif, arial, verdana">This would be interesting to see as well.

Quote:

here is an idea I would like to propse:
mine fields that can be orderd to dettonate on all empires, only enemy empires, or enemy empires + empires X, and Z. this could be usefull for protecting those home systems especialy good for the more xenofobic races.
<font size="2" face="sans-serif, arial, verdana">I really like that idea. That is something I thought should be in the game for along time.

Another thing I would like to see is that you have X% chance to navigate through a minefield. Then either a component could be made to better your chances by providing more expierienced pilots or navigation crew; or each time you successfully fly through a mine field without taking much damage you could gain expierience in this regard and have better chances of successfully navigating mine fields in the future.

Fyron January 23rd, 2004 08:29 PM

Re: SEV discussion: Mines
 
Quote:

3) different types of mine component - this could be interesting, mines that only take out engines, shields, etc.
<font size="2" face="sans-serif, arial, verdana">This is entirely possible now. Mods such as Adamant and Pirates and Nomads have many choices for warhead types to put on your ships. Seeing it make it into the stock game for SEV would be cool. http://forum.shrapnelgames.com/images/icons/icon7.gif

DavidG January 23rd, 2004 09:14 PM

Re: SEV discussion: Mines
 
IMO Mines should act as following.

Mines should have and X% chance of hitting. The percentage to be determined by game settings and perhaps components on mines.

Mines should force a fleet to stop when entering the sector.

Mines should attempet to detonate again when exiting the sector unless exiting through the same sector as the one entered.

If any ships have a sweeper component it should attempt detection of all mines. Any mines detected will not attempt detonation. The sweeper will then sweep the number of detected mines it is capable off. Any undetected mines will then attempt detonation. Any attempt on the following turn to exit the sector, other than the one entered will cause all mines to attempt detonation.

Parasite January 23rd, 2004 09:18 PM

Re: SEV discussion: Mines
 
I would like to see a leaky minefield. Maybe only a double chance to hit a mine. An example would be one mine you have a 2% chance to hit it, 10 mines gives you a 20% chance to hit. 50-100 mines mean you always hit.

MineSweepers could have a similar (or increased)chance to clean fields. For a double exploding chance... If there are 25 mines or more you will always sweep some, but you only have a 4% chance to get that Last little pesky one.

This also looks like a perfect variable to mod. Leaving it at 100 times the number of mines will cause every mine to always explode, about the same as current.

Also as a "Bad" race characteristic (from another thread) you could have "We Don't drive straight" (or something) that causes the multiple to be increased.

Fleet/ship experience could modify the chance. There could be a fleet formation like "Follow the leader" that would allow all ships to take the same chance, while setting them up for defenders to attack, or a wall formation (like now) that is close to Farragut's (a past US Admiral) way of saying "Damm the Torpedos Full Speed Ahead".

A lot of ideas, but I think it would fit SEV nicely.

Paul1980au January 23rd, 2004 09:23 PM

Re: SEV discussion: Mines
 
Its interesting - the leaky minefields and the bad traits are ideas to play with.

The dumb, slightly smart (limited manoveourability) and perhaps cloak mines (you can lay em keep em cloaked until you see a enemy decloak - they would still be invisible to an emeny until they stumble across a field) but while cloaked sweepers couldnt detect them (a good way to explore a system) leave a minefield cloaked until say you get attacked or if you are in a withdrawl and leave it 5 turns then decloak and wait for the first enemy to stumble across.

Defensive tech for sweepers would be a tech called - mine sweeping (cloaking mines) to uncover them ? and then variuos levels that way

Parasite January 23rd, 2004 09:23 PM

Re: SEV discussion: Mines
 
You beat me to it, http://forum.shrapnelgames.com/images/icons/icon9.gif but the same idea. http://forum.shrapnelgames.com/images/icons/icon6.gif

I really like this thought as well, but maybe only if at least one explodes.

Quote:

Originally posted by DavidG:
Mines should force a fleet to stop when entering the sector.
<font size="2" face="sans-serif, arial, verdana">

Paul1980au January 23rd, 2004 09:25 PM

Re: SEV discussion: Mines
 
Yep you could put a limit on the size of the fleet to stop or other % factors that could influence it ?

DavidG January 23rd, 2004 09:34 PM

Re: SEV discussion: Mines
 
Quote:

Originally posted by Parasite:
You beat me to it, http://forum.shrapnelgames.com/images/icons/icon9.gif but the same idea. http://forum.shrapnelgames.com/images/icons/icon6.gif

I really like this thought as well, but maybe only if at least one explodes.

</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by DavidG:
Mines should force a fleet to stop when entering the sector.

<font size="2" face="sans-serif, arial, verdana"></font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Even better http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron January 23rd, 2004 10:08 PM

Re: SEV discussion: Mines
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana"> 3) different types of mine component - this could be interesting, mines that only take out engines, shields, etc.
<font size="2" face="sans-serif, arial, verdana">This is entirely possible now. Mods such as Adamant and Pirates and Nomads have many choices for warhead types to put on your ships. Seeing it make it into the stock game for SEV would be cool. http://forum.shrapnelgames.com/images/icons/icon7.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">And now that I think more about it, this was possible in SE3 as well... my SE3 mod had different types of mines... Hopefully we can convince Aaron to add these to the stock game for SE5 finally! http://forum.shrapnelgames.com/images/icons/icon12.gif


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