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Old February 26th, 2003, 08:46 AM
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Fyron Fyron is offline
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Default Re: SE5, Tell Aaron what\'s on your Wish List

I just emailed this to MM:

Mines need fixing. In SE4, it is really easy and cheap to get enough sweepers to sweep 100 mines in each of your fleets. So, here is an idea for revamping mines:

Make sweepers do damage to mines instead of just sweeping X mines. Sweeping damage should accumulate until all sweepers in a task force have had a chance to sweep. Then, any partially damaged mines are restored to full strength. Make each sweeper have a chance to hit a mine. If it fails this chance, that sweeper component sweeps no mines. Then, change what can be on mines. Some possibilities include:

Mine Warhead: does more damage, and each one lowers the ECM ability of the mine. More warheads means more explosive materials, and hence is easier to detect.

Mine Armor: adds more hitpoints, so it takes more sweepers to destroy the mine.

Mine ECM: one per mine, increases the ECM ability of the mine. Stacks with the Warhead penalties.

When a task force enters a sector with mines, each sweeper component is handled separately. It rolls a to hit chance, based off of the lowest ECM ability of any mine in the sector. This is to simplify the chances to sweep mines, without losing the whole ability to fail to sweep. If the sweeper is successful, it hits a random mine. It should not necessarily hit the mine that was used to see if it could detect a mine, because there could be multiple mines with that ECM level. Once a random mine is selected, the sweeper's damage ability is done to the mine, and that damage is accumulated. You can either have excess damage hit another mine (with or without a second to hit calculation) or have that sweeper component's excess damage be wasted. Once the first sweeper component is resolved, the game checks the second sweeper component. It has a chance to hit based off of the lowest ECM of the remaining mines, then does damage to a random mine only if it hits. All sweepers are resolved in this manner, one by one.

This system allows for heavily defended mines that take a lot of sweepers to clear, but do little damage. Or, you can have weakly defended mines that do a lot of damage. Also, you can have 2 types of sweepers: one with a high to hit bonus and low damage, and one with a low to hit bonus (or none) and high damage.

I don't think that this would be very hard to implement in a game that has not been started to be worked on yet.
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