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January 27th, 2004, 05:16 PM
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Re: SEV discussion: Mines
kwok expand on that post from 11 down
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January 27th, 2004, 09:33 PM
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Re: SEV discussion: Mines
Dogscoff, you would need selectable buttons that would auto-program the ships for those people who aren't programmers. other than that, it sounds like a great idea.
maybe a selectable list-thingy that you could add to.
[ January 27, 2004, 19:34: Message edited by: narf poit chez BOOM ]
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January 27th, 2004, 09:45 PM
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Re: SEV discussion: Mines
Quote:
Dogscoff, you would need selectable buttons that would auto-program the ships for those people who aren't programmers. other than that, it sounds like a great idea.
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Yeah, or better yet a drag+drop flow chart.
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January 27th, 2004, 10:22 PM
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Lieutenant Colonel
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Re: SEV discussion: Mines
Quote:
Originally posted by se5a:
ok, I think I see what your saying.
if a mine attempts to destroy/damage a ship and fails does the mine still exist? or has it destroyed itself in the attempt?
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Well the way I envision it still exists. it just failed to detect the ship. (I always think of SE4 mines as movable. ie they sense and the home in on a ship. IF the just sat there waiting to be hit... Well space is BIG really really BIG)
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January 28th, 2004, 01:30 AM
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Second Lieutenant
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Re: SEV discussion: Mines
Like an expanded experience type
Ie overall experience values
Experience vs fighters
Experience vs drones
Experience in mines (detection and laying and navigating around)
Experience in well other areas.
You might have 10 or so different experience breakdowns that would affect combat more so in an expanded way instead of just the basic fleet and ship experience.
This might also lead to new technology and alien technology types + new events ie ship was attacked by space pirates in fighters or drones (or oterhs) and has gained 3% experience points when in combat against fighters.
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January 28th, 2004, 02:07 AM
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National Security Advisor
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Re: SEV discussion: Mines
Here is another way mines could work:
The chances for a mine to hit a ship could be a simple chance formula where the maximum mines that can be in a sector represents a 100% hit chance for ships passing through. Each mine laid counts as a % of that total. For example with a 100 mine limit, if you had 20 mines that'd be 20% to hit chance for each ship passing through. So, say 50 ships were passing through in that example without minesweepers, perhaps 10 ships would take damage or be destroyed.
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June 19th, 2004, 12:05 AM
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Re: SEV discussion: Mines
My biggest grip about the mine system in se4 is that there's no way to detect the mine fields (correct me if i'm wrong... i'm still a newb)... This is a realism issue that doesnt' involve any micro short of researching the proper scanning tech...
Seems to me that any mine large enough to blow up a huge ship should be visible orbiting a planet... I DO like the idea of not being able to tell on the other side of a warp point but once in system or say once your reach the range of your scanners you should be able to spot which sectors have mines and the approximate size....
Just a little pet peeve about mines in SE4
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