|
|
|
 |

January 23rd, 2004, 09:18 PM
|
 |
Second Lieutenant
|
|
Join Date: Jul 2003
Location: Texas
Posts: 464
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SEV discussion: Mines
I would like to see a leaky minefield. Maybe only a double chance to hit a mine. An example would be one mine you have a 2% chance to hit it, 10 mines gives you a 20% chance to hit. 50-100 mines mean you always hit.
MineSweepers could have a similar (or increased)chance to clean fields. For a double exploding chance... If there are 25 mines or more you will always sweep some, but you only have a 4% chance to get that Last little pesky one.
This also looks like a perfect variable to mod. Leaving it at 100 times the number of mines will cause every mine to always explode, about the same as current.
Also as a "Bad" race characteristic (from another thread) you could have "We Don't drive straight" (or something) that causes the multiple to be increased.
Fleet/ship experience could modify the chance. There could be a fleet formation like "Follow the leader" that would allow all ships to take the same chance, while setting them up for defenders to attack, or a wall formation (like now) that is close to Farragut's (a past US Admiral) way of saying "Damm the Torpedos Full Speed Ahead".
A lot of ideas, but I think it would fit SEV nicely.
__________________
I thought of the sun as a big bright ball of something that produced an intense absence of darkness. Alan Dean Foster No More Crystal Tears
A++SeGdy$+-++Fr?C++++Cst+SfAi--Mm-MpTS---SsROPw++Fq++Nd++++RpG++Mm++Bb
|

January 23rd, 2004, 09:23 PM
|
Second Lieutenant
|
|
Join Date: Jan 2004
Location: Australia
Posts: 538
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SEV discussion: Mines
Its interesting - the leaky minefields and the bad traits are ideas to play with.
The dumb, slightly smart (limited manoveourability) and perhaps cloak mines (you can lay em keep em cloaked until you see a enemy decloak - they would still be invisible to an emeny until they stumble across a field) but while cloaked sweepers couldnt detect them (a good way to explore a system) leave a minefield cloaked until say you get attacked or if you are in a withdrawl and leave it 5 turns then decloak and wait for the first enemy to stumble across.
Defensive tech for sweepers would be a tech called - mine sweeping (cloaking mines) to uncover them ? and then variuos levels that way
|

January 23rd, 2004, 09:23 PM
|
 |
Second Lieutenant
|
|
Join Date: Jul 2003
Location: Texas
Posts: 464
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SEV discussion: Mines
You beat me to it,  but the same idea.
I really like this thought as well, but maybe only if at least one explodes.
Quote:
Originally posted by DavidG:
Mines should force a fleet to stop when entering the sector.
|
__________________
I thought of the sun as a big bright ball of something that produced an intense absence of darkness. Alan Dean Foster No More Crystal Tears
A++SeGdy$+-++Fr?C++++Cst+SfAi--Mm-MpTS---SsROPw++Fq++Nd++++RpG++Mm++Bb
|

January 23rd, 2004, 09:25 PM
|
Second Lieutenant
|
|
Join Date: Jan 2004
Location: Australia
Posts: 538
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SEV discussion: Mines
Yep you could put a limit on the size of the fleet to stop or other % factors that could influence it ?
|

January 23rd, 2004, 09:34 PM
|
 |
Lieutenant Colonel
|
|
Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SEV discussion: Mines
|

January 23rd, 2004, 10:08 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: SEV discussion: Mines
Quote:
Originally posted by Imperator Fyron:
quote: 3) different types of mine component - this could be interesting, mines that only take out engines, shields, etc.
|
This is entirely possible now. Mods such as Adamant and Pirates and Nomads have many choices for warhead types to put on your ships. Seeing it make it into the stock game for SEV would be cool. And now that I think more about it, this was possible in SE3 as well... my SE3 mod had different types of mines... Hopefully we can convince Aaron to add these to the stock game for SE5 finally! 
|

January 23rd, 2004, 10:31 PM
|
First Lieutenant
|
|
Join Date: Aug 2003
Location: New Zealand
Posts: 776
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SEV discussion: Mines
Quote:
Originally posted by DavidG:
If any ships have a sweeper component it should attempt detection of all mines. Any mines detected will not attempt detonation. The sweeper will then sweep the number of detected mines it is capable off. Any undetected mines will then attempt detonation. Any attempt on the following turn to exit the sector, other than the one entered will cause all mines to attempt detonation.
|
I dont know, I think that a mine should attempt detonation even if it is detected. however a detected mine should have less chance of hitting the ship than an undetected mine (the ship knows it is there and trys to avoid it)
also what if the size of the ships effected the to hit chance? that might be annother way of keeping the smaller ship sizes all throuhg the game.
__________________
[img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|