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Old May 9th, 2005, 01:29 PM

Emperor's Child Emperor's Child is offline
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Default Improving Mine tech concept

I was looking over the sweet mod data files today and had an idea that may add a little interesting twist with mines I’d thought I’d share with y’all.

Right now the way mines work is that they just can’t be found (or in the case of the sweet mod, they can only be seen after you reach a certain level of scanners).

That got me to thinking: Wouldn’t it make sense that as your scanner technology improved, their ability to detect cloaked objects should also improve, and the mines themselves should also improve with their technology.

My general concept is this:
Change the mine defined in vehicle size so that it does not have any inherent cloaking capability.

Next you would add either a mod or a component that does have this cloaking capability, and define a series of them that improve the cloaking capability as the mine technology improves.

Minor logistical consideration is that if you made this a component, you would have to adjust the size of the standard mine hull size to accommodate it without giving up any warhead space.

Also, you would want to have the highest level of mine technology just able to defeat the highest level of scanner technology. So, in a game with stock levels of scanners and mines, you could adjust the mines so that level 1 mine technology would give you level 2 EM cloaking capability, level 2 mine tech gives you level 3 cloaks, and so on.

How this would play out is that as you advanced in scanner technology, you will be able to detect minefields that have older mines with less advanced cloaks.

I think that this would not be too hard to do and would not be unbalancing. It would make more advanced races much less likely to run into a minefield, giving them an advantage, but not in a way that would unbalance the game.

Thoughts?
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