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  #1  
Old May 10th, 2005, 10:16 AM

spoon spoon is offline
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Default Re: Improving Mine tech concept

Quote:
Suicide Junkie said:
Tossing minesweepers in the trash, and then reducing mine warhead damage and/or mines-per-sector limits is a better way to go.
I considered doing this for Fantasy Empires (mines were various forms of angry wasps), but...

Quote:
The armored fleet with repair ships will still get through, but they will be slowed down to a sector or two per turn while they plow through your mined territory.
... I thought this would be too prevalent and too annoying of a tactic. In games with larger maps, several systems would probably end up having every sector mined, and trudging through such a system would be an exercise in frustration. If there was a way in simultaneous games to tell your fleets to "drop damaged ships" as they progressed, then maybe this approach would work better.

Come to think of it, though, maybe if you made mines really, really expensive. Like 20k minerals per mine. That might discourage mining everywhere just because you can.
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Old May 10th, 2005, 11:16 AM

tesco samoa tesco samoa is offline
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Default Re: Improving Mine tech concept

problem with mines is that they hit cloaked ships which sucks... So this can ruin elaborate cloaking systems...

I really wish mines could not hit cloaked ships...or that mines had a level of cloaked ships they could detect and hit....
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  #3  
Old May 9th, 2005, 07:19 PM
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Default Re: Improving Mine tech concept

If you redefine "mine" as "prelaunched missile", it all depends on how good its sensors are, how fast it can move, how stealthy it is, and how far away it can be and still do damage. A really big one-shot laser powered by a bomb, with good sensors, stealthing, and engines could be a major hazard even in space.
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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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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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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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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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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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