Re: Question, Armor and mines
History Mod, I think. I just finished doing the beta of it Last night. I spent probably an hour retuning mine damage...still not sure I am happy with it.
Wish I had read this thread before I starting modding. Oh well.
Our goal in the History mod is to slow the dynamics of the game down in every area possible. Something like the side effects of proportions made intentional....except we aren't trying to slow the game down that much. Doing it in a controlled way. Problem we saw in the first history game was that it took great restrain not to just start glassing everything...such things aren't too conducive to story writing. We wanted a real limited war. We are trying to make it to where the battle for a few planets or a system, or even for a warp point, is a grueling affair.
My mine solution:
-Mine warheads now do 10, 20 and 30 kt damage respectively.
-I took out the cloak ability of the mine hull and made a separate component which you get when researching mines 1, 3, 4, 5. The Last of which blocks all sensors. Takes 5kt.
-All mine sweepers are out of the game.
Conclusion:
-The most powerful mine field you can build (assuming you can build 100 mines) does 12,000kt of damage. I know that sounds like a lot, and it is, but remember that is later in the game.
-The first mine fields you build can't do more than 2000kt of damage. That is 100 mines. You could do that same damage with 10 mines in unmodded game.
-But remember these mines won't be cloaked. If you want to build cloaked mines: A) they are more expensive and B) you can put one less warhead on each mine. So those two numbers I stated before will come down to 9,000 for late game fields and 1000 for early game.
If this proves to be too powerful, I will simply lower the mine per sector number. If it is too weak, I will raise it.
Although I have a feeling 12,000 is a little high, but it is damn tough to have things work well in both early and late game.
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My granddaddy was a toaster.
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