Mine Information, Like Feedback

Alright, so, mines.

 

Ridiculous at the moment.  A few things need to be done.  Here are some suggestions (they probably don't all work together.  Mix and match, great tastes that can taste great together!)

1)  Limit mines to XX per gravity well.  Say 20, 50 tops?  Something.  Advent dropping 1000 homing mines into a system is uncool.

2)  Need some sort of minesweeper ship (or ability for scouts, beyond "decloaking").  Perhaps a cruiser of some sort.  Can find and destroy mines, takes XX seconds to destroy each one.  Say 5 seconds or so?  So that mines aren't useless, but you can deal with them without having to build a tonne of scouts.  (If this is already in the game, can the interface guys make it more obvious?)

3) Can only mine gravity wells you control

4) Make them shootable;  This would leave people with a choice, destroy the minefields, or destroy something else and risk the mines.  Or for the invisible ones, you'd have to know they were there such that you could shoot them... (hence the scouts)

5) Make mines a game option (are they in or out)

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That's all I got for now.

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Reply #1 Top


Alright, so, mines.

Ridiculous at the moment.  A few things need to be done.  Here are some suggestions (they probably don't all work together.  Mix and match, great tastes that can taste great together!)

1)  Limit mines to XX per gravity well.  Say 20, 50 tops?  Something.  Advent dropping 1000 homing mines into a system is uncool.

2)  Need some sort of minesweeper ship (or ability for scouts, beyond "decloaking").  Perhaps a cruiser of some sort.  Can find and destroy mines, takes XX seconds to destroy each one.  Say 5 seconds or so?  So that mines aren't useless, but you can deal with them without having to build a tonne of scouts.  (If this is already in the game, can the interface guys make it more obvious?)

3) Can only mine gravity wells you control

4) Make them shootable;  This would leave people with a choice, destroy the minefields, or destroy something else and risk the mines.  Or for the invisible ones, you'd have to know they were there such that you could shoot them... (hence the scouts)

5) Make mines a game option (are they in or out)

====


That's all I got for now.
End of quote

1) I'd vote for limiting mines to one BIG and lethal minefield per Advent Drone Squadron / Vasari Ruiner / tactical slot (TEC)

2) Capital ships could have mine sensors as well. Capitals don't see much use in multiplayer. This would give another reason to pay the expensive researches and to have them around - for increased fleet security. I wouldn't want yet another ship that only does one thing = sweep mines.

3) Where's the fun in that? :) Half the fun is that you never know where you might hit a mine. The mines need to be invisible as well. In fact everything that is Phased Out should be invisible. I would also like to be able to mine around neutral extractors and wormholes.

4) They are shootable right now if you have a scout in range, not sure I got your meaning. But the micro required with the scouts combined with the ridiculous amount of mines makes destroying them really tedious and time consuming.

5) Don't think that will be needed after they are properly balanced. It would be like making a switch for Fighters and Bombers.

Reply #2 Top

Maybe give them 3 hp then so the scouts can destroy them, and have the AI automatically do this...  Cap ships and flak to toast mines would be nice too.

 

I like your other comments, very in line with the spirit of what I was thinking.

Reply #3 Top

Thing is the mines suck unless you have a dense field of them.

Reply #4 Top

The amount / density is just a matter of balancing with detonation / blast radius and power.

If less mines equals less of a performance hit I'd prefer less mines that are more powerful.