.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Alternate Mine Warheads. (http://forum.shrapnelgames.com/showthread.php?t=5089)

HP Delron February 17th, 2002 05:59 AM

Alternate Mine Warheads.
 
It seems to me that the SE4's Depth would benefit from the addition of different kinds of warheads.
Ones that specifly target things like Engines,Weapons,Shield Generators, Types that skip shields armor and so on... Like the regular weapons. Does anyone agree with me? Has anyone tested to see if this works through modding. I think ill go try and do it now..

HP Delron February 17th, 2002 06:16 AM

Re: Alternate Mine Warheads.
 
Dang sorry, my browser wigged out and i must have hit a button 1 too many times. Sorry for the duplicate topic. Please just ingnore the lower one.

geoschmo February 17th, 2002 06:27 AM

Re: Alternate Mine Warheads.
 
They have been done in some mods. They work to a point. Once the particular component the mine warheads target are destroyed in that fleet, the rest of the minefield continues to explode with no effect. This could result in a single escort clearing an entire 100 mine field. Other than that they work though.

Geoschmo

HP Delron February 17th, 2002 06:39 AM

Re: Alternate Mine Warheads.
 
Yeah only if you used 1 type. I see these kind of mines as sort of "Insurance". Lets say you put 20 engine destroying mines and 30 regular mines in a feild. Since you never know if you mines are enough to stop an enter fleet, this way you would know that if an enemy fleet made it though at least they would have all their engines fried. That way they can not contiunue on to attack whatever the mines were defending. Does anyone think that the could be used effectively that way?

Phoenix-D February 17th, 2002 06:43 AM

Re: Alternate Mine Warheads.
 
Probably they could. Just have to realize that if the enemy sends one escort through, you're loose all the "special" mines. You'd also waste them if the enemy came though, got hit by those mines, THEN got blown out of space by the other mines.

Phoenix-D

Suicide Junkie February 17th, 2002 07:29 AM

Re: Alternate Mine Warheads.
 
One thing nobody's mentioned yet:
Shield-skipping mines will have no effect, since ships hit the mines before they can raise shields.

Shield-targetting, armor skipping, weapons-only, engines only, security station/boarding parties only, will all have nice effects.

The only problem is that you can't effectively lay engine-destroying mines in a black hole system, cause they get sucked down http://forum.shrapnelgames.com/images/icons/icon10.gif

PS: if you edit (paper&pencil icon above the text part) & delete (checkbox at top left of edit screen) your erroneous post, the thread will disappear as well. http://forum.shrapnelgames.com/images/icons/icon7.gif

Wardad February 19th, 2002 12:51 AM

Re: Alternate Mine Warheads.
 
I also want Construction/repair unit targeting mines. That way I could tear up a fleet turn by turn.


-------------------------------------------------
So many ugly women, too much time. GOT BEER?

Suicide Junkie February 19th, 2002 01:16 AM

Re: Alternate Mine Warheads.
 
There is no damage type for that, but you could use "only security stations", and add the boarding defense ability to space yards...

PsychoTechFreak February 19th, 2002 11:02 AM

Re: Alternate Mine Warheads.
 
I will try to mod a dummy warhead, low cost, zero damaging. I hope the minesweepers do not ignore them like they do with empty mine hulls. If the MS should have the capability to scan the mines for any damaging content, then the dummy warhead has to get a damaging capability of 1.

This could beat the crap out of the advanced MS later on. http://forum.shrapnelgames.com/images/icons/icon8.gif

Phoenix-D February 19th, 2002 07:01 PM

Re: Alternate Mine Warheads.
 
"This could beat the crap out of the advanced MS later on."

Not really. You'd be better off with real mines. There's a limit on the number of mines per sector, and the number of units per game. 100 decoy mines or 100 real mines, which would you rather have?

Phoenix-D

dmm February 19th, 2002 10:24 PM

Re: Alternate Mine Warheads.
 
PsychoTF: I may be mistaken, but I think that if the MS doesn't sweep all the mines, then the ones remaining try to blow up the MS. So then any ship would remove all of your dummy mines simply by triggering them.

The only use for dummy mines would be if the enemy fleet somehow saw them before entering a sector, and was too scared to attack immediately because it didn't have a MS along. Is that possible with long-range sensors? But then the sensors would reveal that the mines were dummies, so you're back to square one.

I think you'd be better off with dummy fighters, which ARE visible on the strategic map. That would make for some good after-game bragging! "Hey loser! Remember that heavily-defended system, the one with 100 fighters per planet? The one you left as fast as you could? Guess what? They were all FAKES! Hahahahhahah! Loser, looozzzer!"

Suicide Junkie February 19th, 2002 10:54 PM

Re: Alternate Mine Warheads.
 
What you do is:
1) play a game with the mine limits set to 5000
2) mix 500 real mines in amongst 4500 fake ones.
3) let the minesweepers explode

Each little escort sweeper kills 9 fake mines before being killed by a real one.
A minesweeper V is only half as effective as a minesweeper I used to be.
Your enemy needs 1000 sweeper components to prevent damage.
If you can deploy 50 real and 450 fake for the price of 60 real mines, you've gotten an extremely excellent deal.

PsychoTechFreak February 20th, 2002 12:18 AM

Re: Alternate Mine Warheads.
 
SJ is right, the mine dummies make more sense with a higher mines per sector limit.

OTOH this would produce almost absolute deadly sectors. But for multiplayer games this could be spicy.


All times are GMT -4. The time now is 01:25 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.