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January 12th, 2001, 09:45 PM
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Second Lieutenant
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Join Date: Dec 2000
Location: Houston, TX, USA
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Re: Mines could add a lot of game depth
Maybe they should install debris fields, since that's what the AI keeps placing in my warp points when they try to go through.
(Actually, I've had the AI start getting rather nasty with minesweeping. They still don't send minesweepers in as fleets, but those dreadnought-sized sweepers can take huge chunks out of my minefield. I think the race attacking me could have done more if they'd not been at war with the 2nd place race (the Eee) as well.)
["...have successfully swept 110 mines." " DAMN"]
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--
"What do -you- want?" "I'd like to live -just- long enough
to be there when they cut off your head and stick it on a
pike as a warning to the next ten generations that some favors
come with too high a price. I would look up into your lifeless
eyes and wave like this..." *waggle* "...can you and your
associates arrange that for me, Mr. Morden?"
__________________
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...can you and your associates arrange that for me, Mr. Morden?
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January 12th, 2001, 11:20 PM
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Sergeant
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Join Date: Dec 2000
Location: Fairfield, Iowa
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Re: Mines could add a lot of game depth
quote: Mines I: they should simply explode whenever ANY ship hits them – even your own.
Mines II: would be able to distinguish between you and anyone else without making up for
changing alliances. They would just blow up anything that is not yours.
Since we already have incredibly complex Friend-or-foe technology today, there's no reason to propose a more advanced civiliation would lose it. The devices are small enough to fit into cell phones and cheap enough to build at home with parts from Radio Shack (my step father did it so I know this first hand) so you can't say that they wouldn't put them into mines for cost reasons either.
Heck, there's already a guy who expects to have reprogrammable motion sensors only twice the size of dust particles in production in 2002, I think that the mines of a space-faring race could be designed to know which ships to attack.
Now, if you wanted to include this feature, a great way to do it would be to up the size of all mine bodies by 1kt, and add a mine computer module with those limits you speak of. The lowest Version would only cost 5 minerals, the next, 25, and the rest could be decently expensive. This way you might have a reason to make cheap ones if you needed them in a real hurry, but in reality, almost everyone could afford the good mines.
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Compete in the Space Empires IV World Championship at www.twingalaxies.com.
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January 13th, 2001, 05:14 PM
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Private
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Join Date: Jan 2001
Location: Hamburg, Germany
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Re: Mines could add a lot of game depth
Nyx!
I like the idea of incorporating a computer!
It could be a cheap thread of it's own or in Computers.
As for "we already have... why should they lose it": Because it's a game and it would add to it! There's other technology that shouldn't need to be researched first by a technologically advanced civilisation( what makes a ship training facility such a new thing to invent? Or: why do you have to do research first to be able to build some crappy mine?). But that doesn't matter becaause the more needs to be researched the better.
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January 13th, 2001, 05:23 PM
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Private
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Join Date: Jan 2001
Location: New Albany, IN, USA
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Re: Mines could add a lot of game depth
I generally don't like mines in SEIV. They take a lot of work, and even though the AI is currently dealing with them very well in my game, the general consensus is that the AI doesn't handle them well.
However, changes that I would like to see to mines are as follow:
1) Minefield decay. It is amazing how this large group of mines doesn't float away or disperse.
2) Mines with a hit chance on a ship base on the density of the field. One of the current, problems is that ships entering a minefield don't even get the chance to avoid the mines. Given the size of the tactical space this not a good thing.
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I'm sorry Dave, I'm afraid I can't do that.
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I'm sorry Dave, I'm afraid I can't do that.
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January 13th, 2001, 05:36 PM
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Private
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Re: Mines could add a lot of game depth
quote: Originally posted by Daynarr:
...But, you could design new type of warhead that only destroys engines, weapons or shield generators and make new types of mines. AI could be able to use them too with some changes to design files.
Important note: if you plan to make new warheads, make sure that they all belong to separate, unused components family and weapons family.
I'm just not sure: is the ability to distinguish friend from foe built in the mine or into the warhead? I didn't find it yet.
Designing new warheads that destroy specific components is not that hard, but I would rather like to see mines that just sit there and do nothing UNTIL a ship with a certain component or of a certain size comes along and then wipe it out completely.
That way some warships could move through a warp point without any problems and just when you thought it was save your troop transport or colony ship that was following gets blown to bits.
I'm happy to see that there are more people around who like mines. From some other threads on the topic I got the ipression that we would be a minority.
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January 13th, 2001, 06:26 PM
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Sergeant
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Join Date: Nov 2000
Location: Somewhere on the wine-dark sea...
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Re: Mines could add a lot of game depth
Naval mines in real life are already far more sophisticated than "bump into them and they blow up". I see no reason why anybody would make a mine like that in the distant future. Also, space is much more vast than the surface of the ocean. Such a mine would not work in space, even with a proximity fuse, except where there is a pretty small area that ships would need to go through (like low orbit around a planet or a warp point). This is actually the case with naval mines in real life. Turning them loose in open ocean just creates a random hazard which is not very effective as a barrier (although the knowledge that someone has done it tends to deter commercial shipping from risking the area). To form an effective barrier they have to be placed in a channel or harbor.
I think that realistic space mines would be sort of a one-shot "bomb-pumped" weapon (i.e. directional) with a lot of damage. It has to be directional to avoid fratricide. It would have to use passive sensors only, and have a computer to run it which could tell friend from not-friend. "Not-friend" is not necessarily the same as foe, as the mine would probably bounce an IFF off anything it had decided to fire at and fire immediately if the correct response was not received. It would only engage (i.e. bounce an IFF off of) targets within effective range. The mines within a field could be considered linked by some sort of highly directional low-powered tight-beam comm system which would let them cooperate in terms of which mine fires first at a given target.
With the above in mind, mines should only work two places. One of those is warp points. The mines would be considered to be placed at firing range from the warp point and would fire at ships entering or exiting the sector via the warp point. If defenders other than mines are present, the mines would still fire before combat is initiated (with no combat if the mines eliminate the intruder). If defenders other than mines are present and the attacker enters from another sector in the same system rather than via the warp point, combat occurs. In that case, the mines do not show up on the map to the attacker but fire if the attacker's ships come close enough to the square they occupy. That square would be chosen by the defender prior to the attacker's ships being placed on the tactical map, with a given range of the warp point square. If nothing but mines from the mine-owner's side is present, and non-friendlies enter the sector from another sector within the system and don't try to exit via the warp point, the mines do nothing (assume space is vast and they don't come near the warp point unless they intend to use it).
The other place I would allow them is at planets. Here they would be assumed to be located in a square adjactent to the planet. If a non-friendly enters the sector but has no interaction with the planet, and no other defenders are present, the mines do nothing. If the non-friendly attempts to colonize the mined planet, resupply at the mined planet, drop or pick up cargo, repair, retrofit, scrap, etc... at the mined planet, and no other defenders (i.e. things friendly to the mines) are present, then the mines fire. If other defenders are present, the mines are placed in a square adjacent to the mined planet (mine owner's choice, placed before the other side is placed on the tactical map) and only fire at non-friendlies which come in range. Again, they do not appear on the map to the non-friendlies. If nothing but mines from the mine-owner's side is present, and non-friendlies enter the sector and don't try to interact with the mined planet, the mines do nothing (assume space is vast and they don't come near the planet unless they intend to interact with it).
In the above context, minesweeper components would be considered a specialized point defense system which detects the hostile mine IFF pulse, uses it to locate the mine and quickly shoots at the mine before it can detonate. If you think the mine design would be sophisticated enough to put the IFF tranciever remote from the weapon (it would, in real life), then assume the minesweeper component includes a short-range sensing system which detects the mine despite its stealth, but only detects them at the mine's firing range, and gets off the first shot while the mine is processing transmittal of the IFF pulse. Also keep in mind that some simplification would be required for playability.
Cloaked ships would not set off mines unless one of the mines in the minefield (i.e. part of the same "group" of mines) has an installed sensor component capable of detected them.
There might be an option to set up the minefield to fire without trying to IFF first. Assume minesweepers still work because they have bigger & more sophisticated sensors & computers that let them still get off the first shot. This option then just lets your minefield work against your allies if you want it to (of course they would get angry...).
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January 13th, 2001, 07:17 PM
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Second Lieutenant
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Join Date: Oct 2000
Location: Linköping, Östergötland, Sweden
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Re: Mines could add a lot of game depth
Bill, good idea. I like it and I don't like mines as they work now, mainly because they keep going boom until there's no more mines or ships.
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You can make friends at home!
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