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October 11th, 2002, 08:45 PM
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First Lieutenant
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Re: How do mines work
Not only that... but for the low low cost of 50000 research points (mid-tech game setting) you get a unit that is absolutely undetectable to your enemies. Forever!
Explain that with a creative example.

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October 11th, 2002, 08:47 PM
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National Security Advisor
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Re: How do mines work
Quote:
Originally posted by Stone Mill:
Not only that... but for the low low cost of 50000 research points (mid-tech game setting) you get a unit that is absolutely undetectable to your enemies. Forever!
Explain that with a creative example.
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So what? For the same 50000 resarch points you get a device that will destroy those units and keep your ships immune to damage. So it all balances out. 
[ October 11, 2002, 19:48: Message edited by: geoschmo ]
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October 11th, 2002, 09:04 PM
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Private
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Re: How do mines work
Quote:
Originally posted by jimbob:
[QB]That's right, shields do you no good when it comes to mines or storms.[QB]
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That explains what happened to my fleets.
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October 11th, 2002, 09:27 PM
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First Lieutenant
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Re: How do mines work
Quote:
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So what? For the same 50000 resarch points you get a device that will destroy those units and keep your ships immune to damage. So it all balances out.
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I'm talking about detecting, not destroying.
Detecting mines is not even in the scope of this game with even the highest scanning technology.
On what basis? I mean, a race has to research and develop other cloaking techs, but they get this magic black mine paint that is super-undetectable. Why don't they just paint their ships with it?
Just seems a bit inconsistant.
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October 11th, 2002, 09:33 PM
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First Lieutenant
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Re: How do mines work
IA is used to keep mines in colony cargo... That's completely useless, isn't it ?
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October 11th, 2002, 09:45 PM
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National Security Advisor
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Re: How do mines work
Yes. They have to be launched to do anything. Same with sats and fighters (though fighters will auto-launch)
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October 11th, 2002, 10:10 PM
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General
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Re: How do mines work
Units are automatically cloaked with the best claoking level of any components they carry, btw. So you could mod mines to be less 'invisible' and require components to be harder to detect. I've given them cloak level 2 just because they are so small and difficult to see on that basis. For better cloaking you need to use 'mine casing' akin to stealth armor. But even the best mine cloaking can be over-come with higher level sensors in my games.
Now if we can just get some action on the other problems discussed here: omnipresence of all mines in the sector at any given point, infallible sensors, infallible hit ratio.
[ October 11, 2002, 21:12: Message edited by: Baron Munchausen ]
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