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  #1  
Old January 16th, 2001, 07:23 PM

WhiteHojo WhiteHojo is offline
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Default Re: Small ships and mines

Found I forgot to finish my thought in that Last post...So my thought is this - if you could a) either modifiy the armor comp'nt to include some type of minesweeping ability (leave out the "real life problems and realistic arguments", I'm goin for game balance here) or maybe modify the shield comp'nts also since all races seem to use either armor or shields in their designs or b) somehow alter the design files of all races to include some form of minesweeper comp'nt in all designs, maybe a smaller Version of the minesweeper comp'nt wouldn't this lessen the impact of mines? Some may say just reduce the damage done but I've found that the amount of damage from mines is not cumulative on the ships, nor does the amount of damage done per mine appear to be the total of the damage of the warheads in each mine. Ex done in test - colony ship w/1 colony unit (200 dam res'tnce), 1 crew,bridge&life suprt @ 10dam per, 5 engines @ 20 dam res'tnce per & 2 armor at 40 dam rest'nce per enters minefield w/19 sm mines w/100kt warhead (2 per mine). Ship is damaged but not destroyed - every result is 1 col unit undamaged and 1 random unit left undamaged... so it appears that each warhead damage is calculated by itself and the damage done to a comp'nt does not carry over to the next warhead... doesn't make much sense but it's the only explanation that fits. So reducing the amount of damage each warhead does would render all mines worthless - which is not my goal - just to make em less effective and unbalanced.

sorry for the long Posts

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Old January 16th, 2001, 08:57 PM

WhiteHojo WhiteHojo is offline
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Default Re: Small ships and mines

A short question - maybe classified as a Bug but not sure - If a Colony ship has all but 1 engine and it's colony unit destroyed by mines, how is it able to move in a tactical/Strat battle - bridge/lifesupport/crew quarters are gone - Who's Running the thing?

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Old January 17th, 2001, 01:10 AM

jonas jonas is offline
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Default Re: Small ships and mines

quote:
If a Colony ship has all but 1 engine and it's colony unit destroyed by mines, how is it able to move in a tactical/Strat battle - bridge/lifesupport/crew quarters are gone - Who's Running the thing?
[/b]


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Old January 17th, 2001, 06:11 AM

Zanthis Zanthis is offline
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Default Re: Small ships and mines

If you want to weaken mines given the existing system, give nearly every direct fire weapon in the game the ability to sweep one mine (like a minesweeper I component). I'd start the minesweeper series at sweeping 6 mines and up it by say 2 per level to 14 for a level V.

I'd probably not give mine sweeping to torpedo weapons or anything with a reload greater than one. Might even avoid putting it on DUC, or at least earlier DUC (I & II). It goes without saying that the alligence subverter would not get this ability.

This might help direct fire weapons vs seekers, especially earlier in the game. Not only that, but later, when you start using weapon mounts, you'll be getting your heavy mount PPB, but it will still only sweep one mine. Interesting tradeoff IMO.
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