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August 5th, 2002, 08:05 PM
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Private
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Join Date: Aug 2002
Location: USA
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Re: Mine balance suggestion
*snores...grumbles...and lurches to his feet
My good people! We must not let our efforts be hampered by mere minefields! It is our prerogative to expand without bound throughout the known universe...not cower and whimper in fear of a few drifting explosives! We shall endeavour to overcome these obstacles... regardless of the loss of life and prove to our enemies that...that...
*thrusts his index finger dramatically into the air and collapses into a pile of feather pillows
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I mok...therefore I am
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August 6th, 2002, 10:43 AM
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Private
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Join Date: May 2002
Location: Hongkong (moved form Toronto, Canada)
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Re: Mine balance suggestion
Quote:
Originally posted by Gozra:
The glitch that lets put more than 100 mines in space is good. It keeps you guessing. so the patch to elimanate that glitch is a disappointment to me.
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In the PBW game "Colorado Gold Rush 1"
I've encountered a minefield with 190 mines in one sector, this was totally cheating! But no one seem to care about that.
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SE4 Code:
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August 7th, 2002, 02:54 AM
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Lieutenant Colonel
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Join Date: Jan 2002
Location: Dundas, Ontario, Canada
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Re: Mine balance suggestion
Quote:
Originally posted by dreamplace:
[QBI've encountered a minefield with 190 mines in one sector, this was totally cheating! But no one seem to care about that.[/QB]
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I disagree with calling that cheating. I consider it a rule. The current rule is that if you have less than 100 mines you can initiate a launch.
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August 7th, 2002, 11:08 AM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
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Re: Mine balance suggestion
Since it's fixed in the next patch, MM must consider it a bug. That's good enough for me...
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August 7th, 2002, 05:48 PM
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General
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Re: Mine balance suggestion
I think the 100 limit is not very realistic... 20000 units max... If I want them in one spot and all mines... that is my empires wishes... My empire spend all those resources doing that... so it is ok...
Just plain silly...limiting the mines to 100...
To BC's with mine sweepers cleans that up... Not very realistic... so mines become useless in a game.... which is just silly....
Yea I am tired today... Paged Last night ... so not much sleep
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RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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August 7th, 2002, 08:01 PM
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Lieutenant Colonel
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Join Date: Dec 2001
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Re: Mine balance suggestion
Actually, two allies can each put up 100 mines.
If I was told correctly the invader would need to sweep 200. So you could still face more than 100 mines without cheating.
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So many ugly women, so little beer.
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August 7th, 2002, 08:10 PM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: Mine balance suggestion
Mine fields should have an upper limit to how many mines can be in them... if you wallpaper space with mines then they'll be detected by incoming ships, and so won't really be a mine field in the common sense of the term (undetected, a surprise, etc)
That said, each sector is a pretty big chunk of realestate and so I think the max # of mines/sector could realistically reach 1,000 or even 10,000. I think MM was more concerned about people barricading themselves in during the early game, and so the later game (with huge minesweepers) suffered.
My solution would be to increase the (modable) limit to 1000 per sector, but then make the mines far more expensive to build to reduce the number manufactured in the early game. Or reduce the number launched per turn (per kT of launcher space) to make it harder to put many hundreds into space in a short period of time.
just my .02$
[ August 07, 2002, 19:14: Message edited by: jimbob ]
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Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
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