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  #1  
Old June 4th, 2001, 07:06 PM
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Default Re: Tale of A Ship Idea That Failed

quote:
Originally posted by Saxon:
Quick question. Many small mines (harder to sweep them all) or a few big ones (putting larger holes in ships)? Which is better for killing folks.

Well it used to be small mines were better since you could put more out there for the same resources and it was more efficient. However, with the size of the mine field being limited to 100 mines now I am not sure that is true anymore.

quote:
Related question. Do larger mines get swept first or is it random? Though bing that you could mix them, hoping to flood the minsweeper and still have some big ones to hurt people with.


Good question. Not sure. Will have to run some simulations and see if I can figure it out.

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Old June 4th, 2001, 10:25 PM

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Default Re: Tale of A Ship Idea That Failed

You can go bankrupt in radioactives early in the game with double warhead small mines. I am building single warhead small - see TDM-Modpack politics in really big game. Later when I have a higher yard rate and excess rads I will build double warhead small. I think larger mines make no sense until minesweepers do different rates based on size. If you expect the entire field to be swept, park a fleet of fighters on the minefield. If you can afford it, put bases on the field - lower maintenance than ships. If you are throwing away surplus, put a fleet of dreadnoughts on every minefield. Then when the field is swept, skip replacing it.

P.S. When you are near the limit on units in space it makes more sense to use large satellites to defend warp points. They get that first shot before ships can move out of range. Be sure to put the best shield on them or they will die like flies.

[This message has been edited by LCC (edited 04 June 2001).]
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Old June 4th, 2001, 11:37 PM
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Default Re: Tale of A Ship Idea That Failed

quote:
P.S. When you are near the limit on units in space it makes more sense to use large satellites to defend warp points. They get that first shot before ships can move out of range. Be sure to put the best shield on them or they will die like flies.

Large Nullspace or PPBs work very well in this situation.

Cripple the enemy before they can react with the nullspace, and then cut the remains to pieces with PPBs.
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Old June 5th, 2001, 01:48 AM

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Default Re: Tale of A Ship Idea That Failed

Early in the game you are much better off building the most powerful mine you can. The chances are higher that the mine will hit as most races will not have a large minesweeper ship(s) and you will take out more ships with less mines.
No matter what limit you set, once you can build enough minesweepers capable of removing all mines from any location there isn't much point in using mines at all.
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Old June 5th, 2001, 02:58 AM
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Default Re: Tale of A Ship Idea That Failed

quote:
No matter what limit you set, once you can build enough minesweepers capable of removing all mines from any location there isn't much point in using mines at all.

Thats why I set the limit to 100,000
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Old June 5th, 2001, 03:18 AM

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Default Re: Tale of A Ship Idea That Failed

Just means you have to build more minesweepers ..ok a LOT more
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Old June 5th, 2001, 05:08 AM

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Default Re: Tale of A Ship Idea That Failed

I thought somebody said in another thread that there is a hardcoded limit of the limit itself to a max of 5000 per player (total 100k + 100k) to keep the savegame file size down ? If 100k x 20 is ok, then go for mines. The problem is that if 5000 is the max then at 250 systems you only have an average of 20 per system, typically 7-10 per warp point. That does not count what you use up in planetary orbit....
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