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  #1  
Old November 28th, 2000, 01:03 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Some thoughts on mines and mine sweepers

Very good, Lintman! This is such a close duplication of a post that I made to the beta forum a couple days ago that I wonder if you read it. I hope that beta testers and regular customers expressing the same thing about mines will finally convince MM to modify them just a teeny bit! The one major observation which I made that you didn't is that the "economics" of mines are flat. It's smarter to use small mines because several small mines will destroy a large ship, but a single large mine is wasted on a small ship. So it's more effective and efficient to use the small mine forever, no matter how far up the tech field you go, because mines start out at maximum effectiveness unlike any other technology. We need to change that by just such measures as you have described: Limited cloaking ability for early mines, and a sliding scale of effectiveness for mine-sweepers according to the relative tech level of the sweeper and the mines.

[This message has been edited by Baron Munchausen (edited 27 November 2000).]
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Old November 28th, 2000, 01:40 AM
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LintMan LintMan is offline
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Default Re: Some thoughts on mines and mine sweepers

LOL! That's funny!

No, I hadn't seen your post; I'm not a beta tester so I can't access those forums. I'd love to see it, though.

I'm glad someone agrees with me at least!

I didn't mention it below, but I actually did notice that the small mines were more economical. That was one of the reasons I suggested adding new mine components that would decrease mine's detectability (rather than just different mine types that were less detectable)- It would encourage going up to larger mine sizes to be able to fit that extra stuff.
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Old November 28th, 2000, 02:54 AM

Elmo Elmo is offline
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Default Re: Some thoughts on mines and mine sweepers

A friend and I suggested to MM that mines were too powerful. However I believe they feel that mines are OK as they are, so we just tweaked the files as a quick fix. A small mine now only holds one warhead in our game and we doubled the sweeper component capacity to sweep mines at each tech level. Instead of sweeping 1-2-3-4-5 mines the components now sweep 2-4-6-8-10 at each level. I agree that sensors should be able to detect mines in some fashion and it shouldn't be that hard to implement.

Elmo
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Old November 28th, 2000, 05:49 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Some thoughts on mines and mine sweepers

Elmo:

Yes, I have done the exact same modification on Mine Sweepers in my custom techs. This helps some, but the different relative effectiveness against different tech levels of mines cannot be achieved with available game abilities. I hope that we will see some sort of additional flexibility on mines in the future, but many players like the 'certainty' of mines as a defense and it will probably have to be something small and settable so they can keep their infallible mines that can turn a system into a closed fortress.

I've been thinking about how to implement varying levels of mine stealth in the techs. A "cloaking device" for mines would require supplies to be consistent with the ship Version. If you extended "stealth" armor to be more effective and then justify a 'stealth' coating for mines (a "small" armor, bascially) you might unbalance other aspects of the game by making cloaking too easy and pervasive. On the other hand, it seems absurd to allow a more effective stealth armor only for mines and not for ships. Or does it? Maybe you could say that mines don't contain active power sources (engines and such) and so can use a better stealth armor? You could create a 5kt "mine armor" in the mine tech field and have increasing levels of effectiveness. Then the mine "hulls" themselves could be changed to "normal" units without inherent cloaking abilities. The small mine would just have room for one warhead and the cloaking armor. Hmmm... maybe this is doable.

Now... if we can just get a real "to hit" probability for mines instead of this demolition charge effect that we have now.

[This message has been edited by Baron Munchausen (edited 28 November 2000).]
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Old November 28th, 2000, 09:17 AM
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Jubala Jubala is offline
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Default Re: Some thoughts on mines and mine sweepers

I just want to throw in my support for changing mines like Lintman (and others) suggested. Or at least adding the possibility to do it with the textfiles. As it is now it's just absurd.

Just how do mines detect ships anyway? Do ships actually sail into the mines (yeah, right!) or are the mines "seeking" in some fashion? I tink the size and maybe speed of a ship should also affect the probability to hit. An escort would have a better chance of getting through then a Dreadnought. Would add incentive to use smaller hulls throughout the game. Having speed affect the probability to hit might not be doable as ships don't have speed per se, only movement points.

Anyway, I agree something has to be done. It just seems plain weird any ship entering a sector will just go seek out and hit the one single mine there. Could make sense coming through a warp point. Probability to hit should be somewhat higher when coming through a warp point come to think about it.

Thinking of sweeping, it also seems a little weird the sweepers actually find all the mines. Makes sense as they work now, but if all our whishes make it in I think it should be possible for the sweepers to miss a couple of mines. The less mines that are left in a sector the harder they are to find and you can never be absolutely certain you got them all unless you sweep the sector thourogly for quite some time. Some probability of mines left value would be good to have in that case, accesed some way via the blue rectangular signifying a known minefield.

What if there's enemy mines and friendly mines in the same sector? Gotta be mighty hard to just sweep the enemy ones. What then? Sweep them all?
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Old November 29th, 2000, 02:01 AM

Jochen Schmidt Jochen Schmidt is offline
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Default Re: Some thoughts on mines and mine sweepers

I´m happy to see, that it is not only me, who thinks, that the present "mine-situation" is unsatisfactory.

Go on, guys, your ideas are great.

MM, please listen to them.

Jochen
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Old November 28th, 2000, 05:26 PM
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dmm dmm is offline
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Default Re: Some thoughts on mines and mine sweepers

Good thoughts in this topic. Some of mine:

I think that if a sector is mined, then NO ships should be able to go through without risk. (How do the mines tell friendlies from unfriendlies?) That would make mining a warp point a double-edged sword, so to speak.

Alternatively, let's assume that the mines use some sort of secret code that lets friendlies pass through unharmed. OK, then that code should be susceptible to Intelligence Operations. And, at a deeper level, the code that lets the mine owner change the pass-through code should also be susceptible to Intel Ops, so that one could "steal" a minefield. (And the previous owner wouldn't know it until his ships enter and go BOOM! Hehehe ... how's that for poetic justice?)

Another thing: mines should attack all ships in a fleet evenly, or maybe according to size. They shouldn't gang up on the ships one at a time, destroying some while leaving others unscathed. Just how smart are these mines anyway?

A question: is it possible to clear a 200-mine minefield by sending in 200 fighters (on a suicide mission, obviously, but they don't have to know that)? That would be radical but effective. Plus it would be a good way to get rid of malcontents.
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