View Single Post
  #8  
Old November 28th, 2000, 07:07 PM

Shadow99 Shadow99 is offline
Private
 
Join Date: Nov 2000
Location: UC, PA USA
Posts: 46
Thanks: 0
Thanked 0 Times in 0 Posts
Shadow99 is on a distinguished road
Default Re: Some thoughts on mines and mine sweepers

Actually even modern mines can use IFF (identify friend or foe) signals to turn off mines while they are in the area... I've always assumed each race had it's own IFF frequency and that's included with the basic sensors they give the ship... It actually relates to a mod of techs/research/ship creation I've been playing with (requiring astrogation systems aka sensors = # of movement pts. on vessel)...

I'll put in my vote for adding a mine % to hit similiar to a weapon % to hit with smaller hulls getting a bonus to avoid & larger vessels having a penalty to avoid though... As well as to the thought that warp pts. should make it harder to avoid enemy mines...

Oh and I'd suggest using a system to figure chance to be hit like this: # of mines (in tens) increasing like this... 10 (5% to hit), 20 (10% to hit), 30 (15% to hit), etc. with bonueses & penalties related to other factors (ship size, warp point, mine is a seeker (though this requires redoing mine construction as it is), mine is cloaked or sensors reistant (same as Last), & ECM/Armor/shield type of ship)... I think it's at least a workable system & gives an edge to larger mines (with cloaking, seeking, & sensor resistance), smaller ships (bonus to avoid for size & ECM/armor/shield), while penalizing larger ships unless you make a grand effort in hull, ECM, & shield design...

Oh on a side note I'm moding my game to include dif shield types similiar to what was done with armor levels (so their are scanning resistant, dmg. absorb, % defense adjust (like ECM), & built-in cloaking types which is why I list them as sometimes offering bonuses against mines...

I've said enough for now, take care...
Reply With Quote