.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old June 3rd, 2001, 07:23 PM
Deathstalker's Avatar

Deathstalker Deathstalker is offline
Captain
 
Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
Posts: 907
Thanks: 0
Thanked 0 Times in 0 Posts
Deathstalker is on a distinguished road
Default Tale of A Ship Idea That Failed

Recently, during my modding for the StarWars AI (to be released in a little while, still in beta testing) I decided to change how Mine Sweepers were used. Since shields do nothing when encountering a mine field I scrapped them entirely and went full armour. Worked great until stealth/scattering armor was discovered. Now all the ships auto-cloak and head for the minefield, then go 'boom' and do not sweep. It seems cloaked ships cannot sweep mines, really quite disturbing to see a dreadnought fully loaded with armour/sweepers get blown away by a few mines.

Hopefully MM can fix this, either by allowing cloaked ships to sweep or finding some way to 'de-cloak' them b4 hitting the field. Until then it seems my 'new' minesweeper is not quite worthwile.(although the armour does soak up quite a few mines, maybe I'll just replace ALL the components with armour, that might work).

------------------
"The Empress took your name away," said Chance.
Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker.
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.

Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..

Long Live the Legion!!-Comic book fandom...
Reply With Quote
  #2  
Old June 3rd, 2001, 10:32 PM

Magnum357 Magnum357 is offline
Sergeant
 
Join Date: May 2001
Location: Great Falls, Montana, US
Posts: 208
Thanks: 0
Thanked 0 Times in 0 Posts
Magnum357 is on a distinguished road
Default Re: Tale of A Ship Idea That Failed

I'm sorry, but I think I have to disagree with you. I think how it is now is more realistic and provides better game balance. First, It think it is more realistic because in my opinion, a clocked ship with minewarefare equipment (whatever that might be) would probably require active Emissions of energy (or whatever scanners and sensors use) to detect mines in space so the Mine component can destroy the mine. If you activated your ships specialized scanner equipment while clocked, enemy ships would be able to detect you at long distance and would make the clock useless. Secondly, if ships with cloaks were able to use mines effectily, it would give cloaked ships more advantages then uncloaked. Why build uncloaked minewarefare ships. To unbalancing in my opinion.
__________________
Gryphin-

I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?

Atrocities-

Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
Reply With Quote
  #3  
Old June 3rd, 2001, 10:44 PM

Marty Ward Marty Ward is offline
Second Lieutenant
 
Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
Marty Ward is on a distinguished road
Default Re: Tale of A Ship Idea That Failed

You would think if it was a known minefield that the ship would automatically un-cloak and sweep the mines.
I don't see why cloaked ships can't sweep for the AI. What is the differance between them moving, uncloaking, sweeping and cloaking in one turn and sweeping while cloaked. At the end of the turn they are still cloaked.
Hopefully this will be fixed soon as the AI needs all the help it can get regarding mines.
Reply With Quote
  #4  
Old June 4th, 2001, 03:20 AM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
Default Re: Tale of A Ship Idea That Failed

Shields don't protect you against mines? What sense does that make? Is that confirmed?

Geo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote
  #5  
Old June 4th, 2001, 04:11 AM

Lerchey Lerchey is offline
Lieutenant Colonel
 
Join Date: Dec 1999
Location: Pittsburgh, PA, USA
Posts: 1,423
Thanks: 0
Thanked 0 Times in 0 Posts
Lerchey is on a distinguished road
Default Re: Tale of A Ship Idea That Failed

Shields do not protect against mines. Shields are considered to be "tactical" components, and are only activated during combat. That's why they don't help against mines or damaging warp points. Armor never turns "on and off".

Lt. Col. John
Reply With Quote
  #6  
Old June 4th, 2001, 04:17 AM

Erhardt Erhardt is offline
Private
 
Join Date: Feb 2001
Location: Redmond, WA
Posts: 29
Thanks: 0
Thanked 0 Times in 0 Posts
Erhardt is on a distinguished road
Default Re: Tale of A Ship Idea That Failed

ouch...This is news to me.

SO shield's do squat against mines?

Huh?
Reply With Quote
  #7  
Old June 4th, 2001, 05:26 AM

Askan Nightbringer Askan Nightbringer is offline
Corporal
 
Join Date: May 2001
Location: Sydney, Australia (the 3rd island!)
Posts: 198
Thanks: 0
Thanked 0 Times in 0 Posts
Askan Nightbringer is on a distinguished road
Default Re: Tale of A Ship Idea That Failed

Well armour has to be good for something. Bit rough if shields have it over armour in every department.

The cloaked ships not sweeping sux a bit thou. In turned based it easy to decloak and recloak but there is no such luxury in simultaneous.

Askan
(my typing still sux)

[This message has been edited by askan (edited 04 June 2001).]
__________________
It should never be forgotten that the people must have priority -- Ho Chi Minh
Reply With Quote
  #8  
Old June 4th, 2001, 07:00 AM
Q's Avatar

Q Q is offline
Colonel
 
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
Q is on a distinguished road
Default Re: Tale of A Ship Idea That Failed

The whole issue, if cloaked ships should be able to sweep mines, is a question of balance. In SE III where you couldn't detect cloaked ships at all (you just could prevent them entering a sector cloaked) cloaked minesweeper made mines practically obsolete. In SE IV cloaking is very weak and can be defeated easily by system wide acting scanners. So I think it would not be unbalanced, if you allow cloaked ships to sweep mines.
Reply With Quote
  #9  
Old June 4th, 2001, 06:01 PM

Saxon Saxon is offline
Captain
 
Join Date: May 2001
Location: Nairobi, Kenya
Posts: 901
Thanks: 4
Thanked 1 Time in 1 Post
Saxon is on a distinguished road
Default Re: Tale of A Ship Idea That Failed

Minesweepers really upset me, so I am happy to hear that they can not cloak. Mines are an important part of the game, they stop it from being too fast flowing and letting the fleet that wins one key battle from trashing empires. I may have lost my fleet, but you still need to get through my static defenses and a nice, visible minesweeper is a nice target for my slowly rebuilding fleet to aim at.

Most of my combat support vessles have a mine sweeper or two thrown in with the point defense and supply modules. It is not as specialized as it could be, but it does make the ship more flexible in those unpredictable situations. It also makes me more comfortable when dropping into a new system or a system I expect to be mined.

What do people think of this jack-of-all trades approach?
Reply With Quote
  #10  
Old June 4th, 2001, 06:04 PM

Nitram Draw Nitram Draw is offline
First Lieutenant
 
Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
Thanks: 8
Thanked 0 Times in 0 Posts
Nitram Draw is on a distinguished road
Default Re: Tale of A Ship Idea That Failed

Guess it depends on how many mines you run into
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:30 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.