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June 3rd, 2001, 10:32 PM
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Sergeant
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Join Date: May 2001
Location: Great Falls, Montana, US
Posts: 208
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Re: Tale of A Ship Idea That Failed
I'm sorry, but I think I have to disagree with you. I think how it is now is more realistic and provides better game balance. First, It think it is more realistic because in my opinion, a clocked ship with minewarefare equipment (whatever that might be) would probably require active Emissions of energy (or whatever scanners and sensors use) to detect mines in space so the Mine component can destroy the mine. If you activated your ships specialized scanner equipment while clocked, enemy ships would be able to detect you at long distance and would make the clock useless. Secondly, if ships with cloaks were able to use mines effectily, it would give cloaked ships more advantages then uncloaked. Why build uncloaked minewarefare ships. To unbalancing in my opinion.
__________________
Gryphin-
I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?
Atrocities-
Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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June 3rd, 2001, 10:44 PM
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Second Lieutenant
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Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
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Re: Tale of A Ship Idea That Failed
You would think if it was a known minefield that the ship would automatically un-cloak and sweep the mines.
I don't see why cloaked ships can't sweep for the AI. What is the differance between them moving, uncloaking, sweeping and cloaking in one turn and sweeping while cloaked. At the end of the turn they are still cloaked.
Hopefully this will be fixed soon as the AI needs all the help it can get regarding mines.
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June 4th, 2001, 03:20 AM
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National Security Advisor
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Join Date: Jan 2001
Location: Ohio
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Re: Tale of A Ship Idea That Failed
Shields don't protect you against mines? What sense does that make? Is that confirmed?
Geo
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I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
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June 4th, 2001, 04:11 AM
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Lieutenant Colonel
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Join Date: Dec 1999
Location: Pittsburgh, PA, USA
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Re: Tale of A Ship Idea That Failed
Shields do not protect against mines. Shields are considered to be "tactical" components, and are only activated during combat. That's why they don't help against mines or damaging warp points. Armor never turns "on and off".
Lt. Col. John
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June 4th, 2001, 04:17 AM
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Private
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Join Date: Feb 2001
Location: Redmond, WA
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Re: Tale of A Ship Idea That Failed
ouch...This is news to me.
SO shield's do squat against mines?
Huh?
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June 4th, 2001, 05:26 AM
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Corporal
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Join Date: May 2001
Location: Sydney, Australia (the 3rd island!)
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Re: Tale of A Ship Idea That Failed
Well armour has to be good for something. Bit rough if shields have it over armour in every department.
The cloaked ships not sweeping sux a bit thou. In turned based it easy to decloak and recloak but there is no such luxury in simultaneous.
Askan
(my typing still sux)
[This message has been edited by askan (edited 04 June 2001).]
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It should never be forgotten that the people must have priority -- Ho Chi Minh
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June 4th, 2001, 07:00 AM
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Colonel
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Join Date: Jan 2001
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Re: Tale of A Ship Idea That Failed
The whole issue, if cloaked ships should be able to sweep mines, is a question of balance. In SE III where you couldn't detect cloaked ships at all (you just could prevent them entering a sector cloaked) cloaked minesweeper made mines practically obsolete. In SE IV cloaking is very weak and can be defeated easily by system wide acting scanners. So I think it would not be unbalanced, if you allow cloaked ships to sweep mines.
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