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  #11  
Old May 25th, 2006, 04:49 AM
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Default Re: Minesweeper Question

Sector damage, warp point turbulence, intel, and events also ignore shields.
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  #12  
Old May 25th, 2006, 05:31 AM
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Default Re: Minesweeper Question

This thread wants to be wikied.
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  #13  
Old May 25th, 2006, 10:25 AM

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Default Re: Minesweeper Question

Note!

Depending on the ship movement ID order. If two or more fleet of ships are moving into the same sector on the same movement day and only one of them have mine sweeping ability. It is possible for the non-mine sweeping fleet to move first into a sector thereby getting hit by the mines, before the sweepers move and clear the mines.
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  #14  
Old May 25th, 2006, 10:56 AM
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Default Re: Minesweeper Question

One BC with 20 minesweepers 5 and a speed of 10 could clear 1000 mines in one turn. It could clear 100 mines in each sector it moved through. 10 moves, 1000 mines. Getting 200 in two sectors is nothing.

200 in one sector as may happen when laid by multiple people would hurt.
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  #15  
Old May 25th, 2006, 11:25 AM
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Default Re: Minesweeper Question

A Battlecruiser with 20 Minesweepers will have exactly 0kt for other components (a mere 600kt is hardly enough for twenty 30kt components), so it isn't going to be built anytime soon, let alone move anywhere.

A Battleship with Emergency Propulsion V and Propulsion Experts should get the job done, though, and will sweep several hundred more mines a turn. Of course, most people don't lay a full 100 mines on every single sector.
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  #16  
Old May 25th, 2006, 11:51 AM
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Default Re: Minesweeper Question

You guys have all been very helpful. In the FAQ it doesn't actually tell you that a minesweeper component can clear that many mines per square it hits each & every move it makes on the same turn. The component does say "per use" but that to me could have gone either way & I was preferring to not find out the hard way

Asking because I have a fleet of ships attacking multiple planets in one of my games (I believe 5 in one simultaneous turn). Didn't want to find out that the guy had 100 mines over the first planet & that my mine sweepers started to peter out after that.

Thanks again for all of your assistance.
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  #17  
Old May 25th, 2006, 03:21 PM
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Default Re: Minesweeper Question

So, I guess we can assume that shields are down outside of combat.

You're welcome.
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  #18  
Old May 28th, 2006, 03:01 PM
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Default Re: Minesweeper Question

per most tv/movie shows shields are lowered unless combat looms (probably so the captain can spout those overly dramatic words " raise shields" thus informing the audience in its infinite intellegience that Violence will now commence (oh no hide the wimmin n chillin)

however justification is usually that the shields interfere with scientific sensors and are a major power drain

what i dont like is that we dont have a small (i'd say hardcode to max at 25%) settable chance to detect mines before we run over them i mean come on them scientific super sensors etc should be good for something right
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  #19  
Old May 28th, 2006, 04:05 PM
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Default Re: Minesweeper Question

Those sensors are present. They are called "Minesweeper V."

An alternative is to remove the cloaking ability from the mines. Maybe then add cloaking devices for mines, which depend on tech like normal ones do. Now, you get a nice mine cloaking vs. detection arms race.
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  #20  
Old May 29th, 2006, 08:34 PM
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Default Re: Minesweeper Question

Just out of curiousity, what damage abilities are effective when modded onto mines or mine components? For example, if you create a warhead that only damages engines, will you have mines that will only knock out an opposing fleet's engines and not do any other damage?
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