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August 1st, 2002, 05:19 AM
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Location: Edmonton, Alberta, Canada
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Re: Mine balance suggestion
I suppose it depends on which type of cloaking/scanning is going on too. In P&N (and others I'm sure) the cloaking types are changed somewhat from the normal game.
What you could do is make mines up to level 5 in cloaking type N (gravo-harmonic for example: stationary objects create a stable/detectible gravo-harmonic signature, while mobile objects do not). Then give all ships a level 6 in cloaking type N... so that ships would still be cloaked/invisible.
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August 1st, 2002, 05:19 AM
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Captain
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Location: Santa Cruz, CA
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Re: Mine balance suggestion
Quote:
Originally posted by DavidG:
DOH! Never thought of a level 5 scanner. Guess now that I think about it, it would be pretty easy to mod a whole bunch of different mines with different cloak levels and scanners to match. I'm thinking it would be cool if cheap low tech mines only had a cloak level of 2 or 3 and would get better with better tech.
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I did this in my mod. I changed gravitic scanners to mine detectors and changed the gravitic cloak level of mines to match. You must have a level 1 detector to see level 1 mine.
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All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
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August 1st, 2002, 11:30 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
Almost OT, but...
What if you modded the size of the minesweeper?
- Level 1 = 1 mine swept in a 20kt component.
- Level 2 = 2 mine swept in a 30kt component.
- Level 3 = 3 mines swept in a 40kt component.
That way, you make smaller gains in your minesweeping abilities. Therefore, mines are more feasable.
Additionally, you could seperate the Mines and Minesweeping tech trees. Then it could be something like :
- level 1: 1 swept/30kt
- level 2: 1 swept/25kt
- level 3: 1 swept/20kt
- level 4: 2 swept/30kt
- level 5: 2 swept/25kt
etc. etc. etc.
And then, minesweeping could be made dependant on Mines research. MS level 1 requires Mines 1, MS level 4 requires Mines 2, etc. etc. etc.
[ August 01, 2002, 11:27: Message edited by: dumbluck ]
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August 3rd, 2002, 12:37 AM
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Lieutenant Colonel
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Location: Dundas, Ontario, Canada
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Re: Mine balance suggestion
A though occurs to me as I read the cloaking thread. Is it possible to add a new type of cloak? ie in additions to Gravitic etc. add a 'Mine' cloak abilbiy. Then you could make a specific mine detector without screwing up the ship cloak/detector bit.
(or was this what you did Gandalph? )
[ August 02, 2002, 23:40: Message edited by: DavidG ]
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August 3rd, 2002, 08:31 PM
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Captain
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Re: Mine balance suggestion
Quote:
Originally posted by DavidG:
A though occurs to me as I read the cloaking thread. Is it possible to add a new type of cloak? ie in additions to Gravitic etc. add a 'Mine' cloak abilbiy. Then you could make a specific mine detector without screwing up the ship cloak/detector bit.
(or was this what you did Gandalph? )
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No, what I did was change gravitic sensors to mine detectors level 1-5 and changed gravitic cloak level on mines to level 1-5 so a level 1 detector can see a level 1 mine, and so on. IMO, the different sensor and cloaking abilities are hard coded so you can't just add a mine detector/cloak ability, although I have not tried. I also seperated mine, mine detector, and mine sweeping techs so you can research independantly, except mines level 1 is a requirement for mine detector and mine sweeping techs.
__________________
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
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August 3rd, 2002, 11:25 PM
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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 Gandalph:
No, what I did was change gravitic sensors to mine detectors level 1-5 and changed gravitic cloak level on mines to level 1-5 so a level 1 detector can see a level 1 mine, and so on. IMO, the different sensor and cloaking abilities are hard coded so you can't just add a mine detector/cloak ability, although I have not tried. I also seperated mine, mine detector, and mine sweeping techs so you can research independantly, except mines level 1 is a requirement for mine detector and mine sweeping techs.[/QB]
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Just checked out your mod. What's up with you mine detectors having Quantum Reactor ability??
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August 4th, 2002, 07:57 PM
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Captain
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Join Date: Mar 2002
Location: Santa Cruz, CA
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Re: Mine balance suggestion
Quote:
Originally posted by DavidG:
Just checked out your mod. What's up with you mine detectors having Quantum Reactor ability??
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The Quantum Reactor has been removed from my mod as I don't see unlimited supplies as "realistic", so I used the ability to tag the mine detectors so the AI could place them on their ships.
[ August 04, 2002, 18:58: Message edited by: Gandalph ]
__________________
All that is gold does not glitter,
Not all those who wander are lost;
The old that is strong does not wither,
Deep roots are not reached by the frost.
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