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May 10th, 2005, 10:16 AM
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First Lieutenant
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Join Date: Apr 2002
Location: California
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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.
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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.
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... 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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May 10th, 2005, 11:16 AM
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General
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Join Date: Jul 2001
Location: Canada
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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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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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May 9th, 2005, 07:19 PM
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Major
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Join Date: Apr 2004
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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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May 10th, 2005, 05:32 PM
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Captain
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Join Date: Sep 2000
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Re: Improving Mine tech concept
__________________
Give me a scenario editor, or give me death! Pretty please???
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May 10th, 2005, 05:59 PM
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Sergeant
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Join Date: Nov 2004
Location: Silicon Valley
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Re: Improving Mine tech concept
Ah, that explains it. Thanks. 
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May 11th, 2005, 06:05 AM
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Major
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Join Date: Sep 2004
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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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He who disagrees with me in private, call him a fool. He who disagrees with me in public, call him an ambulance.
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May 11th, 2005, 12:17 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: Improving Mine tech concept
Leaky research would be a great feature for SE5.
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Things you want:
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May 11th, 2005, 01:47 PM
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General
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Join Date: Jul 2001
Location: Canada
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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....
__________________
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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