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View Full Version : Effect of defensive bonuses on mines?


tbontob
November 4th, 2002, 03:06 AM
Mines kill ships! http://forum.shrapnelgames.com/images/icons/icon7.gif

Do defensive bonuses affect the ability of mines to damage ships?

If so, how do the following affect mine damage.

1) Small ship size bonus (escort, frigate, destroyer, light cruiser)?
2) ECM?
3) Ship experience?

Phoenix-D
November 4th, 2002, 03:13 AM
No, bonuses don't help.

Phoenix-D

Taz-in-Space
November 5th, 2002, 08:12 AM
Sort of related - Would putting Armor or shield skipping ability (Via a Mod) have any effect?

How about putting a component with the long range scanner attribute - would the mine allow you to then see ship components?

Also a self-destruct component - would this work?

tbontob
November 5th, 2002, 07:59 PM
My impression is that mines always work. Is this true?

Assume it takes 1 mine to kill a ship. It makes no difference if I have one mine or the max of 100 in the sector.

The ship seems to get killed, period. It doesn't have a chance of making it through the sector.

Suicide Junkie
November 5th, 2002, 10:54 PM
Sort of related - Would putting Armor or shield skipping ability (Via a Mod) have any effect?<font size="2" face="Verdana, Helvetica, sans-serif">Yes. P&N includes null-space warheads, Ion (engines-only), and Tachyon(weapons-only) warheads for mines.

One of the patches fixed it so that once all weapons or engines are gone, the ion and tachyon mines will stop exploding, and wait for the next fleet to enter http://forum.shrapnelgames.com/images/icons/icon7.gif

Mines will always hit unless they are swept by a sweeper, or run out of targets that they can damage.

[ November 05, 2002, 20:55: Message edited by: Suicide Junkie ]

capnq
November 6th, 2002, 01:44 AM
Assume it takes 1 mine to kill a ship. It makes no difference if I have one mine or the max of 100 in the sector.

The ship seems to get killed, period. It doesn't have a chance of making it through the sector. <font size="2" face="Verdana, Helvetica, sans-serif">Each mine inflicts as much damage as the total of the warheads on it. If the ship can withstand more damage (excluding shield points) than that, it will take more than one mine to kill it.

geoschmo
November 6th, 2002, 02:49 AM
Originally posted by Taz-in-Space:
Sort of related - Would putting Armor or shield skipping ability (Via a Mod) have any effect?

How about putting a component with the long range scanner attribute - would the mine allow you to then see ship components?

Also a self-destruct component - would this work?<font size="2" face="Verdana, Helvetica, sans-serif">Mines already skip shields. And yes mines can me modded to skip armor. Nasty things that. http://forum.shrapnelgames.com/images/icons/icon7.gif

Don't think the scanner would work, simply because mines don't give you a system view to begin with. Although that would need some testing to know for sure.

Self destruct is not needed for mines. They have a built in self destruct ability. It's hardcoded.

Geoschmo

tbontob
November 6th, 2002, 03:47 AM
Originally posted by capnq:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif"> Assume it takes 1 mine to kill a ship. It makes no difference if I have one mine or the max of 100 in the sector.

The ship seems to get killed, period. It doesn't have a chance of making it through the sector. <font size="2" face="Verdana, Helvetica, sans-serif">Each mine inflicts as much damage as the total of the warheads on it. If the ship can withstand more damage (excluding shield points) than that, it will take more than one mine to kill it.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I don't think I phrased my question clearly. http://forum.shrapnelgames.com/images/icons/icon9.gif

Take WWII. A marine ship had a greater chance of surviving its passage through mine-laden waters if there was only one mine and not a hundred. The probability was good that the ship and the sole mine would not come into contact to detonate the mine. With one hundred or more mines, the risk of coming into contact with a mine increases a hundred fold.

In SE4 the sole mine always seems to detonate (in my limited experience).

Edit: My original question was

My impression is that mines always work. Is this true?
<font size="2" face="Verdana, Helvetica, sans-serif">Put another way, is there a 100% certainty that the sole mine and the ship will come into contact to detonate the mine?

[ November 06, 2002, 01:54: Message edited by: tbontob ]

AGoetz
November 6th, 2002, 04:01 AM
From my understanding - yes, if you enter a minefield without enough sweeps you will get hit.

Suicide Junkie
November 6th, 2002, 05:01 AM
Reworking the mine system is one of the big requested features. Vote for it in the POLL->things we'd really like in Next Patch (Platinum II) (http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=23;t=007348) thread, and then send an email to:
SE4@malfador.com and ask Aaron personally (and politely of course)

tbontob
November 6th, 2002, 08:23 AM
Thanx guys

Voted in the poll. Great choices and I only could vote for 3! http://forum.shrapnelgames.com/images/icons/icon9.gif

Matryx
November 6th, 2002, 11:23 PM
In the meantime you could just consider mines to be intelligently seeking completely stealthed exploding devices.

tbontob
November 7th, 2002, 02:26 AM
They are intelligent par excellence!

Now if I could somehow transfer that intelligence to my DUC's so that they would never miss! http://forum.shrapnelgames.com/images/icons/icon10.gif

Ragnarok
November 7th, 2002, 02:41 AM
Originally posted by tbontob:
They are intelligent par excellence!

Now if I could somehow transfer that intelligence to my DUC's so that they would never miss! http://forum.shrapnelgames.com/images/icons/icon10.gif <font size="2" face="Verdana, Helvetica, sans-serif">You can. It's called religious talisman. http://forum.shrapnelgames.com/images/icons/icon10.gif