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  #1  
Old February 17th, 2002, 07:29 AM
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Default Re: Alternate Mine Warheads.

One thing nobody's mentioned yet:
Shield-skipping mines will have no effect, since ships hit the mines before they can raise shields.

Shield-targetting, armor skipping, weapons-only, engines only, security station/boarding parties only, will all have nice effects.

The only problem is that you can't effectively lay engine-destroying mines in a black hole system, cause they get sucked down

PS: if you edit (paper&pencil icon above the text part) & delete (checkbox at top left of edit screen) your erroneous post, the thread will disappear as well.
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Old February 19th, 2002, 12:51 AM
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Default Re: Alternate Mine Warheads.

I also want Construction/repair unit targeting mines. That way I could tear up a fleet turn by turn.


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  #3  
Old February 19th, 2002, 01:16 AM
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Default Re: Alternate Mine Warheads.

There is no damage type for that, but you could use "only security stations", and add the boarding defense ability to space yards...
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Old February 19th, 2002, 11:02 AM
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Default Re: Alternate Mine Warheads.

I will try to mod a dummy warhead, low cost, zero damaging. I hope the minesweepers do not ignore them like they do with empty mine hulls. If the MS should have the capability to scan the mines for any damaging content, then the dummy warhead has to get a damaging capability of 1.

This could beat the crap out of the advanced MS later on.
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Old February 19th, 2002, 07:01 PM

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Default Re: Alternate Mine Warheads.

"This could beat the crap out of the advanced MS later on."

Not really. You'd be better off with real mines. There's a limit on the number of mines per sector, and the number of units per game. 100 decoy mines or 100 real mines, which would you rather have?

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  #6  
Old February 19th, 2002, 10:24 PM
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Default Re: Alternate Mine Warheads.

PsychoTF: I may be mistaken, but I think that if the MS doesn't sweep all the mines, then the ones remaining try to blow up the MS. So then any ship would remove all of your dummy mines simply by triggering them.

The only use for dummy mines would be if the enemy fleet somehow saw them before entering a sector, and was too scared to attack immediately because it didn't have a MS along. Is that possible with long-range sensors? But then the sensors would reveal that the mines were dummies, so you're back to square one.

I think you'd be better off with dummy fighters, which ARE visible on the strategic map. That would make for some good after-game bragging! "Hey loser! Remember that heavily-defended system, the one with 100 fighters per planet? The one you left as fast as you could? Guess what? They were all FAKES! Hahahahhahah! Loser, looozzzer!"
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Old February 19th, 2002, 10:54 PM
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Default Re: Alternate Mine Warheads.

What you do is:
1) play a game with the mine limits set to 5000
2) mix 500 real mines in amongst 4500 fake ones.
3) let the minesweepers explode

Each little escort sweeper kills 9 fake mines before being killed by a real one.
A minesweeper V is only half as effective as a minesweeper I used to be.
Your enemy needs 1000 sweeper components to prevent damage.
If you can deploy 50 real and 450 fake for the price of 60 real mines, you've gotten an extremely excellent deal.
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