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Old December 1st, 2001, 04:35 PM
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Default Re: Mine effectiveness

quote:
Another feature is mine sensors. A mine without sensors would miss a cloaked ship of a ceratin level. This would remove the overly strong capabilites (IMHO) of mines being able to take out anything that crosses it's path.
Actually, mines are too weak. Anybody with 20 Minesweeper V components can take out a 100 mine-field guaranteed, with no chance of taking damage at all. There are tricks to boost a field above 100, but anyone with sufficient sweepers in invulnerable.

quote:
Mines should have their own sets of componants. Basic mine with just warheads would be deadly but also visible. This makes for a deterant feature. Like putting up a "do not enter" sign.
Moddable. Just remove the cloaking ability from the basic mine hull (in vehiclesize.txt) Try adding a stealth component for mines (it may or may not activate automatically). If not, just make two Versions of each mine hull, one cloaked, one not.

quote:
I see minesweepers should do a certain amount of damage when mine sweeping instead of simply removing 1-5 mines each. That way, someone could make a set of mines that are heavy in Mine Armour but are totally visable.
Unfortunately, that is HardCode. You'll have to e-mail se4@malfador.com at Malfador Machinations.

quote:
Another feature is mine sensors. A mine without sensors would miss a cloaked ship of a ceratin level. This would remove the overly strong capabilites (IMHO) of mines being able to take out anything that crosses it's path.
Ditto.

quote:
This,however brings up sensors and cloaks. Different sensor types should have their own advantages. There should be cloaking devises for each type of sensor (Active, Passive, Gravtic etc.) Then there would be a point to researching different fields. Your sensors may work on one empires cloak but not anothers.
Done in a few mods. Somewhat challenging to get AIs to properly use the components, it will likely be a humans-only game.

[ 01 December 2001: Message edited by: suicide_junkie ]

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