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  #1  
Old January 23rd, 2004, 09:34 PM
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Default Re: SEV discussion: Mines

Quote:
Originally posted by Parasite:
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.

Even better
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  #2  
Old January 23rd, 2004, 10:08 PM
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Default Re: SEV discussion: Mines

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Originally posted by Imperator Fyron:
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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!
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  #3  
Old January 23rd, 2004, 10:31 PM

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Default 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.
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Old January 23rd, 2004, 10:44 PM
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Default Re: SEV discussion: Mines

Quote:
Originally posted by se5a:
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.

Perhaps but the main point I think is that if a fleet is capable of detecting mines it is not going to plow through a minefield after just sweeping what it can. It would stop I think.
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Old January 23rd, 2004, 11:11 PM

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Default Re: SEV discussion: Mines

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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Old January 23rd, 2004, 11:54 PM

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Default Re: SEV discussion: Mines

I would keep the part where a ship running into an unknown minefield doesn't get to raise shields before the hits come in, but change the mechanics so that ships going into a known minefield should be able to raise shields.
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Old January 24th, 2004, 12:27 AM
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Default Re: SEV discussion: Mines

Features adding strategic options is cool, but features that justs adds micromanagement (like the decaying field) is not cool.

Whatever Aaron chooses for plain SEV, I hope he don't forget its a game, not a simulator

Of course, I don't mind him keeping as many options as possible available for the modders. I can always choose not to play their mods.
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