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  #1  
Old July 11th, 2002, 05:15 PM
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Default Re: Looking for comments on possible mine suggestion.

I dunno, I like mines but think the SEIVG mines are far too destructive.

First thing I would do is reduce their attack power so that they are more likely to cripple ships than blow them apart..

Secondly, I would remove the 100 mines per sector limit as my view is that if you want to waste the resources, do what you want

Thirdly, I would make mines detectable on a random chance by certain types of scanner

Fourthly I would prefer the active mine sweeping component to be PDC rather than a specific mine sweeper... it makes sense if you think about it, mines seem to be small "thingies" that need to get close to attack ships, PDC are designed to shoot at small "thingies" designed to get close to attack ships.. it would add a considerable amount of tactical flexibility to fleet composition
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Old July 11th, 2002, 06:04 PM
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Default Re: Looking for comments on possible mine suggestion.

Have you considered the High Tech Cost game?
I'm playing one now on PBW. It takes a lot of LCs with minesweeper 2 to clear 100 mines. It takes a lot of research to get to minesweeper 5.
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Old July 11th, 2002, 06:06 PM
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Default Re: Looking for comments on possible mine suggestion.

All of those are moddable, Except for the sensors/cloaking bit.

However, Cannon Fodder ships work well as a replacement. Launch a small probe (Escort, or a drone or fighter depending on settings.txt), and see if there are mines there.
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Old July 11th, 2002, 06:13 PM
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Default Re: Looking for comments on possible mine suggestion.

Quote:
Originally posted by Wardad:
It takes a lot of LCs with minesweeper 2 to clear 100 mines.
I guess that depends on your definition of a lot. I don't consider 5 LC's to be a lot.

Geo
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Old July 11th, 2002, 07:41 PM
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Default Re: Looking for comments on possible mine suggestion.

>Thirdly, I would make mines detectable on a random chance by certain types of scanner

I doubt you can do a "random chance" thing but "In My Mod" <everybody runs away screaming > the mines do not have built-in cloaking ability - you have to put "Mine Stealth" components on them which do not require normal cloaking tech but instead require mine tech. And there is an added sensor, the Tachyon Sensor IV, which can detect ALL cloaked things, but it is rather expensive to research and build.
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Old July 11th, 2002, 08:42 PM

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Default Re: Looking for comments on possible mine suggestion.

Have you tested whether cloaking on mines is really activated when they are deployed? I've been meaning to test this because it didn't work when I tried it a long time ago. If it works now that's great.
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Old July 11th, 2002, 11:19 PM
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Default Re: Looking for comments on possible mine suggestion.

Causing damage to the sweeping components seems like a patch to me. I dont like it.

I think that larger mines should be harder to sweep. Right now there is little incentive to use mines other than small because they get sweeped just as easily. If larger mines were more resistant to sweeping, then they would be more widely used and it would somewhat address the 100 unit limit.

Of course, I think that the arbitrary 100 mine limit in a sector should also be removed. If I want 100+ mines, I should be able to do it.

Let mines use the small unit armor components to make mines more resistant to sweeping.

Lastly, a question. If a sweeper does not completely sweep a minefield, can it be destroyed by the mines? If so, this should be changed. A sweeper should be able to spend many turns sweeping a particular minefield and not get hurt by it. Think of it as the sweeper clearing a path into the minefield as it moves into the sector.

edit: grammar.

[ July 11, 2002, 22:20: Message edited by: Hank ]
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