Ironclad...Mine size is way out of proportion, their as big as cap ships! shrink them please!
Who would miss these mines? You probably can see them from the next planet. Please fix before release. ![]()
Who would miss these mines? You probably can see them from the next planet. Please fix before release. ![]()
Er, what?
The new mines that I've seen are huge. They should be so small that you might click ships to go to an area w/o knowing they are there. That would make mines truly dangerous, is if YOU had to scout them out. Are the mines that size for our eye benefit, or are they that big in the Sins universe?
Umm... Mines are pretty big in real life (seriously, look them up on google), and in Sins they are as well. I'm not exactly sure what your complaint is anyway. Sometimes you have to sacrifice realism for gameplay. If the mines were smaller, you'd have trouble seeing them. But in any case, the current size is good. Not sure why you're complaining so, to quote:
Er, what?
Edit:
If you're talking about the new defensive mines, please say so. Otherwise, everyone thinks you're talking about the resource mines.
They look huge because they're zoomed in. Check out some of the videos on Gametrailers - I believe they showed a zoomed out minefield, they were icons already when everything else was still showing the actual model.
That, and you do have to scout them out. They'll be invisible without a scout ![]()
And yes, I think he is talking about the Entrenchment mines. That was the reason for my first reply, had to figure out which mines he meant ![]()
I'm an idiot, wasn't thinking there, yes defensive mines. And I think you should have to zoom ALL the way in to see them. Even better if some were invisible it would bring unexpected tension to the battle. The video I have seen on Gamespy has a capital ship flying right passed the mine and it was a least as tall as the ship was.
well, so what if the mines are huge or small...only scouts will be able to detect them...so either way they will perfrom the their duty
I'm withholding judgement until i've seen the final product. Getting mines right is tricky in a space sim with any semblance of scale (which sins most definently has). Until we know more, its really hard to say if mines need changed based on a few vids taken from betas, especially since its likely that given the digital distribution plan, Ironclad and Stardock can continue refining the game considerably longer than they could if they had to get everything ready for physical distribution.
Can I point out that mines are invisible to the attacker unless he has a scout. So if you take out their scouts then you can watch satisfyingly as a cap goes straight into one and is crippled
Wouldn't the real purpose of the mine field be to slow an advancing fleet? As such they are not really there to do damage to ships, but to slow them down by forcing them to move around these obstacles and to prevent enemy ships from moving in close to defensive structures. A good amount of fighter protection and mine belts around defensive positions could be very useful. Kind of like Agincourt in space. Also to deny siegecraft easy access to bombard planets as they have to get in close as well. Blocking exits into or out of gravity wells allowing players to set traps. Parking your lrms or carriers behind a mine field also comes to mind.
Ought to be a lot of fun.![]()
You could use minefields in a variety of ways. If you scout out the enemy and see him building up for a massive attack along a specific phase lane, build a bunch of mines where he's going to come out. Or, he sees your mines and has to come through the only lane that isn't blocked. Or you could use it to slow the enemy advancing through your territory. Give up a few worlds while you buy time by mining everything in sight and build up a fleet to counterattack with.
On the offensive side of things, I'd guess that unless mines take a certain number of enemy ships or a certain size of enemy ship to detonate, people are going to start leading their attacks with light frigates to trigger mines, then send in the main fleet. If you dont do that, and you walk into a mine field, you're in trouble, since your ships cant exactly turn around. Depending on how they work, mines could add a VERY interesting tactical dimension to the game.
It's the size of them, I'm troubled with....they are the size of cities. How can a mine be the same size a most of the frigates?
Again I don't know where you got that idea ![]()
Hehe...the one we zoomed in on? ![]()
Yeah but I pointed that out in reply #4 ![]()
If everyone thinks trade ship sized mines are correct, then its me.
you're overreacting...who care's im sure they will make pretty explosions (and dents) no matter their size
Maybe he is overreacting but he has a point. Mines could use a graphical overhaul. Like industial style for TEC, beautiful cupolas with lots of lights inside for Avent and someting hive like for Vasari a small suggestion. The mines are pretty functional but they are no eyecatchers to be honest.
If mines were soo tiny, it'd require a whole lot of micro to find them. It would get really dangerous if the opponent had 100+ mines, and you have a large fleet to micro. ![]()
That's the idea there mines!
Any clue as to how the mines will work in Entrenchment? In otherwords, are they stationary -- and a ship would have to physically run into the mine to set it off? Or, are they magnetic/propulsion driven so that if a ship entered into a mine's detection radius, the mine would start moving towards said ship?
I haven't played the Beta, but judging from what you guys are discussing I would have to agree if the mines are big as cruisers or capital ships I would have to say thats too big. A mine is a nothing but a pure explosive. If a Mine is the size of a capital or a cruiser, it would completly destroy whatever it hits I would think, unless they loaded it with salt -peter heheh. Second if they were that big it wouldn't be as believable that it requires scouts to see them. Example:
Capital ship has a large number of crew, unless they are blind, somebody is bound to see a huge floating explosive in space.
"Look captain a huge Mine!!!" (Points out window at large capital ship sized object)
*Capital Ship ship captain* "Don't worry I'm sure its nothing, just watch out for enemy ships"
"But captain is says 'Danger! Mine!' on the side!"
*Capital Ship Captain* "Like I said nothing to worry about, Just ram through it"
"But -" KABOOOOOOM!!!!!!
If they are smaller like trade frigate sized or less i could see how they would be missed in the heat of battle, and scouts would have the designated task of finding mines. Sort of like how carriers have the designated task of carrying fighters, and support frigates have the job of repairing or supporting freindlies. But these are just my opinions.
If however they are actually smaller than a trade frigate, as it was said they were zoomed in, then I believe they are the right size.
Go to the gamespy video of Entrenchment. 13 seconds in, two trade ships pass by a defensive mine, they are at least as big as the trade ships.
I dunno how anyone could think about something else than mines.
Extractors are Extractors, mines are mines. Wth.
Anyway, it would be better if mines were small and in "clouds", not few big balls. Instead of making one ovesized mine, I would suggest putting in a little cluster of five (or so) much smaller mines. Those small clusters would blow together with exactly the same effect, would be considered one object but would give it a more realistic feel to minefields, which would look like huge deadly clouds. Something like fighters - they are not one frigate-sized fighter per carrier flying around, but an undividable group. Yes, fighters have separate HP counts, but we don't really need that for mines.
Also, it would make more sense that a cap ship crew can not see the minefield if it consists of 100 tiny objects instead of 20 big red balls with warning signs on them.
Anyway, it would be better if mines were small and in "clouds", not few big balls. Instead of making one ovesized mine, I would suggest putting in a little cluster of five (or so) much smaller mines. Those small clusters would blow together with exactly the same effect, would be considered one object but would give it a more realistic feel to minefields, which would look like huge deadly clouds. Something like fighters - they are not one frigate-sized fighter per carrier flying around, but an undividable group. Yes, fighters have separate HP counts, but we don't really need that for mines.
Also, it would make more sense that a cap ship crew can not see the minefield if it consists of 100 tiny objects instead of 20 big red balls with warning signs on them.End of quote
Finally someone sees the light!
The TEC are the only race with Large mines ![]()
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