please help me balancing mines and making them more useful
im creating my mod and stumpled upon mines.
I like the idea of mining warp points or planets, but there is one big problem for me.
Why does small, medium and large mines count just as one mine when being swept ?! I think it would be by far better if a medium mine would count as 2 mines when being swepted and large mines counting as 3.
Obviously this it not possible, so i modded "my" mines like this, take a look:
To use less space i cut the dectection prevention ability of each mine, mines are invisible.
Name := Mine Ring
Short Name := Small Mine
Description := A small ring of basic mines seeded in random fashion.
Code := MS
Primary Bitmap Name := minegroup
Alternate Bitmap Name := minegroup
Vehicle Type := Mine
Tonnage := 10
Cost Minerals := 150
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 0
Number of Tech Req := 1
Tech Area Req 1 := Mines
Tech Level Req 1 := 1
Requirement Must Have Bridge := False
Requirement Can Have Aux Con := False
Requirement Min Life Support := 0
Requirement Min Crew Quarters := 0
Requirement Uses Engines := False
Requirement Max Engines := 0
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0
Name := Mine Net
Short Name := Mine Net
Description := A quite large number of enhanced mines organized in net formation.
Code := MN
Primary Bitmap Name := minegroup
Alternate Bitmap Name := minegroup
Vehicle Type := Mine
Tonnage := 16
Cost Minerals := 125
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 0
Number of Tech Req := 1
Tech Area Req 1 := Mines
Tech Level Req 1 := 2
Requirement Must Have Bridge := False
Requirement Can Have Aux Con := False
Requirement Min Life Support := 0
Requirement Min Crew Quarters := 0
Requirement Uses Engines := False
Requirement Max Engines := 0
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0
Name := Mine Belt
Short Name := Mine Net
Description := A huge amount of superior mines placed like a belt for maximum coverage and effect.
Code := MN
Primary Bitmap Name := minegroup
Alternate Bitmap Name := minegroup
Vehicle Type := Mine
Tonnage := 36
Cost Minerals := 100
Cost Organics := 0
Cost Radioactives := 0
Engines Per Move := 0
Number of Tech Req := 1
Tech Area Req 1 := Mines
Tech Level Req 1 := 3
Requirement Must Have Bridge := False
Requirement Can Have Aux Con := False
Requirement Min Life Support := 0
Requirement Min Crew Quarters := 0
Requirement Uses Engines := False
Requirement Max Engines := 0
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0
Name := Mine Sweeper I
Description := Large array fitted with devices able to detect minefields before contact. Will create shortrange microwaves which will explode mines as if being triggered at distance.
Pic Num := 1338
Tonnage Space Taken := 150
Tonnage Structure := 150
Cost Minerals := 800
Cost Organics := 0
Cost Radioactives := 650
Vehicle Type := Ship
Supply Amount Used := 40
Restrictions := None
General Group := Miscellaneous
Family := 7040
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Mines
Tech Level Req 1 := 1
Number of Abilities := 1
Ability 1 Type := Mine Sweeping
Ability 1 Descr := Array can destroy 1 minefield at distance before they are triggered
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Weapon Type := None
Name := Mine Sweeper II
Description := Large array fitted with devices able to detect minefields before contact. Will create shortrange microwaves which will explode mines as if being triggered at distance.
Pic Num := 1338
Tonnage Space Taken := 150
Tonnage Structure := 150
Cost Minerals := 700
Cost Organics := 0
Cost Radioactives := 550
Vehicle Type := Ship
Supply Amount Used := 40
Restrictions := None
General Group := Miscellaneous
Family := 7040
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Mines
Tech Level Req 1 := 2
Number of Abilities := 1
Ability 1 Type := Mine Sweeping
Ability 1 Descr := Array can destroy 2 minefields at distance before they are triggered
Ability 1 Val 1 := 2
Ability 1 Val 2 := 0
Weapon Type := None
Name := Mine Sweeper III
Description := Large array fitted with devices able to detect minefields before contact. Will create shortrange microwaves which will explode mines as if being triggered at distance.
Pic Num := 1338
Tonnage Space Taken := 150
Tonnage Structure := 150
Cost Minerals := 600
Cost Organics := 0
Cost Radioactives := 450
Vehicle Type := Ship
Supply Amount Used := 40
Restrictions := None
General Group := Miscellaneous
Family := 7040
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Mines
Tech Level Req 1 := 3
Number of Abilities := 1
Ability 1 Type := Mine Sweeping
Ability 1 Descr := Array can destroy 3 minefields at distance before they are triggered
Ability 1 Val 1 := 3
Ability 1 Val 2 := 0
Weapon Type := None
As you may have noticed here is my idea for improving mines.
Instead of builing single mines, you build mine Groups, lvl 1 = small group, 10kT, medium group = 16 kT and large group 36 kT.
Each group should be considered as a full mine ring, able to do good damage for its cost.
There are only 3 warheads, each warhead costs 2 kT and very little ressources, this was made to ensure mine rings can still be build in good time, "old" mines or rather the warheads costed to much radioactives to build enough amounts which could not be swept immediatly.
Im not sure, but maybe the cost for each werhead needs to be upped by 20-40%.
To sum it up, a small mine group will have 5 warheads, while medium will have 8 warheads and large Groups will have 16 Warheads. This made to ensure that mines look and feel both good. Each warheads does less damage, but a full mine(field) will do slightly more damage now (imho)
In generel, sweping mines was made more difficult.
In order to increase the difficulty of sweeping mines, or rather mine fields in my mod, i added a component which needs 150KT and can, depending on level swep 1, 2 or 3 mine fields.
I felt mine fields where largely underused and could be swept far to easily.
I also modified the minelayer component, so you can only lay 1/2 mine fields per turn per module (big sized, too)
What do you think of my changed, do you feel mines are more useful (and more important) feel more okay now ? I think they were fainly underused.
Im thinking about adding a mine mount which will decrease the warhead size by 50%, so each minefield could have 200% the current amount of warheads, given the right (high) techlevel. Then again this wouldnt help with big minefelds being swept as fast as small ones.
thanks for your help and opinions. !!
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