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February 17th, 2002, 05:59 AM
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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..
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February 17th, 2002, 06:16 AM
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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.
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February 17th, 2002, 06:27 AM
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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
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February 17th, 2002, 06:39 AM
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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?
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February 17th, 2002, 06:43 AM
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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
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February 17th, 2002, 07:29 AM
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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
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. 
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February 19th, 2002, 12:51 AM
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Re: Alternate Mine Warheads.
I also want Construction/repair unit targeting mines. That way I could tear up a fleet turn by turn.
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February 19th, 2002, 01:16 AM
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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...
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February 19th, 2002, 11:02 AM
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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. 
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February 19th, 2002, 07:01 PM
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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
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