.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #21  
Old May 10th, 2005, 02:27 PM
Hunpecked's Avatar

Hunpecked Hunpecked is offline
Sergeant
 
Join Date: Nov 2004
Location: Silicon Valley
Posts: 280
Thanks: 0
Thanked 0 Times in 0 Posts
Hunpecked is on a distinguished road
Default Re: Improving Mine tech concept

Suicide Junkie writes:

"The combat map uses a totally different time scale."

Yes, a scale that nevertheless allows for mines to be launched, detonated, and swept.

"And these are very much not like terrestrial mines."

Amen.

"Plus it is all abstracted."

No argument there. It's just that the abstraction is wrong.

Phoenix-D writes:

"Given that the mines are 10 KILOTONS in size..that's not entirely unreasonable." [range of 150 million miles]

OK. I scatter my mines along the orbit of Mars and I've covered all 4 of Sol's inner planets plus most of the asteroids. In battle, my 10 kt mines greatly outrange my 60 kt heavy ship mount APBs, and they NEVER miss (despite lacking the 10 kt Combat Sensors my primitive ships require to hit at long range). Plus, as tesco samoa points out, my undetectable mines can "see" and hit cloaked ships before the rest of my forces have the tech to even detect them.

As I implied in my earlier post, such contradictions are reduced (but not eliminated) if mine effectiveness is limited ONLY to choke points. In fact, some day when I have more experience with Space Empires I may try creating a mod with NO mines; besides increasing "realism" it should help the AIs against human players.
Reply With Quote
  #22  
Old May 10th, 2005, 04:46 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Improving Mine tech concept

The main thing is not to get too wrapped up in "How does it work".
The only important thing is "How does it play".

Stock mines are fairly sucky.
Leaky minefields are fun
Reply With Quote
  #23  
Old May 10th, 2005, 05:32 PM
dmm's Avatar

dmm dmm is offline
Captain
 
Join Date: Sep 2000
Location: USA
Posts: 806
Thanks: 0
Thanked 0 Times in 0 Posts
dmm is on a distinguished road
Default Re: Improving Mine tech concept

Maybe mines, being only 10 Ktons and containing no living beings, can travel via super-trans-warp drive or something like that. Or maybe they are placed in some sort of parallel universe where distances are different.
__________________
Give me a scenario editor, or give me death! Pretty please???
Reply With Quote
  #24  
Old May 10th, 2005, 05:59 PM
Hunpecked's Avatar

Hunpecked Hunpecked is offline
Sergeant
 
Join Date: Nov 2004
Location: Silicon Valley
Posts: 280
Thanks: 0
Thanked 0 Times in 0 Posts
Hunpecked is on a distinguished road
Default Re: Improving Mine tech concept

Ah, that explains it. Thanks.
Reply With Quote
  #25  
Old May 11th, 2005, 06:05 AM
El_Phil's Avatar

El_Phil El_Phil is offline
Major
 
Join Date: Sep 2004
Location: Searching for a holy grail.
Posts: 1,001
Thanks: 0
Thanked 0 Times in 0 Posts
El_Phil is on a distinguished road
Default Re: Improving Mine tech concept

Once again SJ proves his 'King of Leaky' credentials! I'm expecting him to develop 'Leaky research' any time soon.
__________________
He who disagrees with me in private, call him a fool. He who disagrees with me in public, call him an ambulance.
Reply With Quote
  #26  
Old May 11th, 2005, 12:17 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Improving Mine tech concept

Leaky research would be a great feature for SE5.
Reply With Quote
  #27  
Old May 11th, 2005, 01:47 PM

tesco samoa tesco samoa is offline
General
 
Join Date: Jul 2001
Location: Canada
Posts: 4,603
Thanks: 0
Thanked 0 Times in 0 Posts
tesco samoa is on a distinguished road
Default Re: Improving Mine tech concept

well that its... i am going to toy with the idea of making mines an advanced research trait that costs 500 or 750 points to get access to mines and all layers and sweepers...

That should limit mines in games....
__________________
RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg

Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 11:57 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.