Strikecraft->Mine Functionality Question

I'm trying to hijack the strikecraft system and use it for mines.  I've run into a problem.  When I have the miner carrier ship phase jump, it automatically forces all its strikecraft to jump with it.  I want it to leave the strikecraft in the gravity well where they were created, but keep it registered as one of the strikecraft that the carrier controls (to eliminate the possibility of one miner ship spamming an infinite number of mines).  From what I can tell, this probably isn't possible... but I figured I'd ask the community, and see if anyone's figured out a way around this problem.

Oh, by the way, I think I've figured out a way to do minesweepers, which was a question I had a few days ago... but I really need to figure out a way to implement mines before I try implementing a counter to mines.  ;)

Thanks for the help!

4,939 views 6 replies
Reply #2 Top
Yeah, CreateFrigate is something I've been heavily utilizing. Unfortunately, it doesn't tie into the Command Point system, which is what I wanted to use to control the number of mines that a single ship can deploy... being able to mine every gravity well really thick with one ship seems a bit overpowered to me...

If I can't get it to work with the strikecraft functionality, however, that's the functionality I'll use to get as close as I can to what I want.

Thanks for the thought though.
Reply #3 Top
For mines, you might be able to set a time limit on the lifetime of the unit. Even the missile platforms have to disappear sometime.

Also, instead of a single mine at a time, you might be able to do more if it lays down a cluster of mines less frequently.
Reply #4 Top
I could use a timer on the mines, but this would require the player to continually replace the minefields that they set up. That's boring micromanagement that I really don't want to require.

Clusters of mines is something I've thought about, but it really doesn't solve the problem I've got. It's something I might implement at some point in the future. The trick is figuring out how to get the mines to spread out on spawn so it functions differently than one big mine.

My problem isn't finding alternatives, really... I've already implemented an alternative that doesn't function as I'd like it to, but it functions. Thanks for your help anyways, I do appreciate it.
Reply #5 Top
How about launching the strike craft from a deployed Mine-Dispenser.
When you destroy the Mine Dispenser, you will have broken the link to the strikecraft, and if you set their hull degredation to Zero, they will stay permanently.

Also, The Mine Dispenser has an ability that multiplies the top speed of the mine by about fifty, so that when the Mine Dispenser self-destructs, you get a field of slow Drift Mines (I like drift mines)

Also, the drift mines have an ability that makes them drift 2-3-5 times as fast, the closer they are to an enemy ship, which solves any problem of them bunching together too much before they get to their targets, Oh, and make the drift mines "preferstofocusfire=false" this is important...

Also, the mines have an ability to do 3-4 levels of damage, depending on how close something is, but is only activated when an enemy is inside the closest setting, this way, the maximum damage is alwasy done, but everyone else in the vicinity takes less damage depending on how close they get...


This should get very close to what you want, if you like Proximity Drift Mines...
Reply #6 Top
Oh sorry, I forgot that strikecraft don't have their own abilities...