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February 28th, 2001, 03:18 AM
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Private
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Join Date: Feb 2001
Location: Houston, Texas, USA
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Re: Mines Cloaking too high????
There is a high tech device used to find mines! It's generally called MY SHIP, my poor, poor ship...
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March 5th, 2001, 11:52 PM
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First Lieutenant
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Re: Mines Cloaking too high????
Aussie,
If you are unhappy with the way mines work I have modified the vehicletext file. I'll send it to you if you want.
You now can see the regular mines and you can build different mine with each cloaking type but only one type for each mine. That ought to give you a challange 
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March 6th, 2001, 02:25 AM
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Sergeant
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Re: Mines Cloaking too high????
Thanks for the offer.
I have just been getting an idea of how others feel about them.
I have actually developed a range of components which you put into mines only, such as scanner jammers, cloaking and stealth covering. I have given them a core and increased the size by 1kt to allow the same size. The components become available when you have the relevant tech area and mine 1.
Also dummy mines.
Yep here's one for you dummy mine
1-2kt
50 minerals
nothing in it.
Mine sweepers shoot 1-3 mines per component, so why let them shoot up your good mines. Put 100 or so dummies with a field of say 20 live ones. That's a pain!!! They now shoot up more of the cheap dummy mines than your good expensive ones.
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March 6th, 2001, 04:06 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: Mines Cloaking too high????
Hey, I really like that Idea. The only problem is the Sector limit for units.
Some other good ideas for mines that I made for SE3:
Ion/Tachyon/Shield Mines.
Why not leave a nasty little package that just disables the enemy ships instead of destroying them?
You can then capture the ships, or let them sit there eating up the enemy's resources!
New for Se4, put a null-space warhead on 'em so they do extra damage, at extra cost.
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March 6th, 2001, 04:56 AM
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Sergeant
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Re: Mines Cloaking too high????
I had already come up with the ionic pulse warhead and have put into the game, but one forum said that the mines will keep going off until the ship is dead and since the ship does not die then you lose all the mines in that sector. So be careful with them.
I think that a more powerful type of explosive warhead such as a null-space warhead should be very expensive and maybe 10kt to reduce the number on a mine. But I like the idea, hope I can convice the other players of the idea in my Multi-player game.
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March 6th, 2001, 05:42 AM
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Corporal
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Re: Mines Cloaking too high????
If you make engine killer mines, you just have to spread them out a bit. Don't put to many in one spot, so they're not all used up on one ship.
I would say it's a bit unfair against an AI player, but would surely piss someone off bigtime. Especially if you just let the ships sit there and use up lots of resources from maintenance costs.
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March 6th, 2001, 06:02 AM
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Sergeant
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Re: Mines Cloaking too high????
That's the way you could do it in a single player game but in a multiplayer game you don't get control of how many mines you dump in a turn except by the number of bays in the ship.
I thought that the armour skipping heads could be in explosive warheads L4-6, have them the same damage level as L1-3 but skip armour, as the shields do with normal then to phased.
Might have to increase the cost of the tech though otherwise oyu could get them way too quickly, or maybe linking them to a high armour tech maybe??
Any other evil mines out there???
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March 6th, 2001, 06:21 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Mines Cloaking too high????
I wonder if you could use the damage type from Psychic Crew converters 
Bwa haha thanks for the baseships!
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