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August 15th, 2002, 08:41 PM
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Re: Question, Armor and mines
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Originally posted by LGM:
If your goal is to make mines a delaying factor, change them to be a special Satellite hull instead with a special weapon (for Satellites only) that is a very long range Engine Killer with Cloaking factor. Zip there engines and you will slow the fleet down. Of course, normal weapons would be able to shoot down the Satelitte/Mines, but Minefield combat would be a nice addition. I suppose the problem would be they could avoid them and refuse to close range (except at warp points they would have to run away).
I have often wondered how you can mine a three diminsional region anyway. In space, your frontage is a plane, not a line. On oceans or land, you can go around (or fly over mines, then you are in a three universe where mines reside in a two diminsional universe). However, if you are on foot, going around will take considerable time. When laying a minefield, you have to consider a few things, how much frontage you want to cover, how dense you want the mines, and how deep the minefield extends. If you maximize frontage, you loose density or depth, thus you reduce the size of the hazard zone or decrease the odds of a hit. It would be really nice if mines had a chance to hit based on density. Something like % of a hit = Mines x 99 / (Mines + 98) for the first ship (1% for one mine, 50% for 100 mines). Divide by two for the second ship (in the same fleet), divide by three for the third, etc. This would allow fleets to have ship ordinal 1 be the lead ship. If we really want to get it right, we have to factor formation into mine field triggering. Column formation is much safer for moving through potential minefields than battleline. However, column is not very good when you encounter enemy ships. My intuition tells me that my formula should probably square the Mine factor in the denominator, which would require a much bigger constant on the top to get the percentages back up to 1% and 50% for the extremes. Linear equations are so much easier to solve though. 1% is probably way to high a probabliltiy for 1 mine though. Think of a 20x20 square plane and you move your fleet single file through one of those squares. You have a 1/400 chance to hit a mine if its range is its own square. If its range is 1, 9 out of 400. If you have 100 mines with range 1, each covers 9 squares, so you need about 33 to cover the whole grid. That means, moving single file, your fleet should detonate at most 3 mines out of 100. The other 97% are still undetected. Minesweaping is methodical and should take lots of time. Lets say that space mines drift around a bit, to fill in the wholes, so you cannot remember the path through. If they drift fast, you ought to be able to detect the buggers.
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In the new patch mines will NOT attack if they have a 'special' damage type and the ships do not have any components that would be damaged by them. So, you can make effective 'anti-engine' minefields if you want to.
The coverage problem is why all mines should not be able to attack all ships that enter a sector. We've been proposing various 'probability' schemes for years now. I suggest that you send these ideas to MM directly. The more people he knows are unhappy with the way mines currently work the more likely he is to finally change something.
[ August 15, 2002, 23:20: Message edited by: Baron Munchausen ]
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August 16th, 2002, 11:46 AM
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Re: Question, Armor and mines
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Originally posted by Baron Munchausen:
Note: You can mod direct-fire weapons for mines. I've done it and seen them work when deployed in combat much like satellites, but I never tried to lay those types of mines and see what happens when you cross into their location in strategic movement. Will the mines fire their weapons? Or will they fire and then ram like 'regular' mines even if they don't have warheads? Or will they just ram without using their direct-fire weapons? Would be really cool if they would fire their weapons but not ram. Effectively a bunch of 'ambush' satellites. Normal sats will just let you pass by when they are cloaked.
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WARNING: ONLY SPECULATIONS, NO TESTED FACTS AHEAD
I think mines do not "ram" ships, because for ramming you have to move which is not possible for mines, but they explode and do the damage. And they always are destroyed by the explosion. The entire minefield damage is managed differently as a combat by SE IV. So I doubt very much that direct fire weapons would work as direct fire weapons in mines.
Another specialty of mines is that they skip shields. So if you put warheads with "engines only" damage, the damage should be done skipping the shields (in contrast to the combat effect now with the new patch) but also skipping armor because the damage is specific to engines only. That might be quite dangerous mines!
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August 16th, 2002, 12:21 PM
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Corporal
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Re: Question, Armor and mines
For me, the best combination is the probability of sweep and various types of mines.
Right now, the mines only do standard damage.
I'm thinking about mines that destroy engines, shield generators (emp/ion), master computers (virus), eat resources, cloack systems, etc.
With various types of mines and only a % acuracy in sweep, the minefields can be real dangerous...
Right now if you can constroy a sweep with 20 level V sweep, the minefileds are no more 
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August 16th, 2002, 05:23 PM
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Re: Question, Armor and mines
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Originally posted by geoschmo:
Raising the mines per sector limit does nothing substantial to the problem except delay it a few turns. Raise the mines per sector limit and now instead of four LC's with sweepers , I need eight, or ten, or what ever the limit is. Geoschmo
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Or, if you get really crazy with the mine-per-sector limit (i.e. 1000 mines per sector), 40 LC's with sweepers... I think THAT would be prohibitive, even for some of the more experienced players. Granted, you could start using larger ship hulls, but it still requires a lot of sweepers (200 sweeper V components, to be precise); that's a lot of dedicated mine sweeper ships. 
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August 16th, 2002, 08:59 PM
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General
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Re: Question, Armor and mines
The problem with raising the mines per sector limit is that it makes mines potentially invincible. All you have to do is pile enough up in one place. We need some sort of uncertainty in actual effect for both mines and sweepers. Keep emailing MM. 
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August 16th, 2002, 09:12 PM
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National Security Advisor
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Re: Question, Armor and mines
Raising the mines per sector limit just makes the current problem worse. It makes mines that much more devestating early, and they are still jsut as irrelevant once you get enough sweepers to deal with the maximum possible number.
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August 18th, 2002, 05:08 AM
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Corporal
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Re: Question, Armor and mines
Quote:
Originally posted by geoschmo:
Once the player gets to the point where they can build and support enough sweepers mines become irrelevant to the attacking fleet. It's all or nothing. Your fleet will roll through field after field with no pause or concern from the mines. I want you to have to take your time. Not to stop you completely, but to make you take your time when going from planet to planet. I want to make wars in the late game be campaigns instead of just an inexorable drive from planet to planet towards the heart of the enemy empire.
Geoschmo
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Mines aren't the only way to acheive this. Repairing is critical for the roll to victory. Without repairing then every combat has a chance of slowing or halting the advance.
If you could only repair components at bases and planets then the end game would be a campaign, with the invading player's fleet whittling away or him spending time colonising, building bases or waiting for reinforcements to arrive.
This gives the defender more time to build ships and planetry defences might be useful.
Askan
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