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  #21  
Old May 10th, 2005, 02:27 PM
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Default Re: Improving Mine tech concept

Suicide Junkie writes:

"The combat map uses a totally different time scale."

Yes, a scale that nevertheless allows for mines to be launched, detonated, and swept.

"And these are very much not like terrestrial mines."

Amen.

"Plus it is all abstracted."

No argument there. It's just that the abstraction is wrong.

Phoenix-D writes:

"Given that the mines are 10 KILOTONS in size..that's not entirely unreasonable." [range of 150 million miles]

OK. I scatter my mines along the orbit of Mars and I've covered all 4 of Sol's inner planets plus most of the asteroids. In battle, my 10 kt mines greatly outrange my 60 kt heavy ship mount APBs, and they NEVER miss (despite lacking the 10 kt Combat Sensors my primitive ships require to hit at long range). Plus, as tesco samoa points out, my undetectable mines can "see" and hit cloaked ships before the rest of my forces have the tech to even detect them.

As I implied in my earlier post, such contradictions are reduced (but not eliminated) if mine effectiveness is limited ONLY to choke points. In fact, some day when I have more experience with Space Empires I may try creating a mod with NO mines; besides increasing "realism" it should help the AIs against human players.
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  #22  
Old May 10th, 2005, 04:46 PM
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Default Re: Improving Mine tech concept

The main thing is not to get too wrapped up in "How does it work".
The only important thing is "How does it play".

Stock mines are fairly sucky.
Leaky minefields are fun
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  #23  
Old May 10th, 2005, 05:32 PM
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Default Re: Improving Mine tech concept

Maybe mines, being only 10 Ktons and containing no living beings, can travel via super-trans-warp drive or something like that. Or maybe they are placed in some sort of parallel universe where distances are different.
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  #24  
Old May 10th, 2005, 05:59 PM
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Default Re: Improving Mine tech concept

Ah, that explains it. Thanks.
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  #25  
Old May 11th, 2005, 06:05 AM
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Default Re: Improving Mine tech concept

Once again SJ proves his 'King of Leaky' credentials! I'm expecting him to develop 'Leaky research' any time soon.
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  #26  
Old May 11th, 2005, 12:17 PM
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Default Re: Improving Mine tech concept

Leaky research would be a great feature for SE5.
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  #27  
Old May 11th, 2005, 01:47 PM

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Default Re: Improving Mine tech concept

well that its... i am going to toy with the idea of making mines an advanced research trait that costs 500 or 750 points to get access to mines and all layers and sweepers...

That should limit mines in games....
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