Mines seem extremely overpowered to me (especially Vasari), but there are some ways to improve balance:
- Make the ship AI smart enough to not run into them. I don't understand why, if i can see mines, my ship's can't. Or if they can, why I need to manually give them orders to go around them rather than plow right on through them
- Make mines easier to clear. They take too long to shoot and it seems as though unless you're targeting them manually, ships aren't very efficient at getting rid fo them. In fact often they seem to just ignore them until you tell them specifically to shoot them. My friend spent 40 minutes clearing a mine field manually. That's not fun at all.
- Make some mine countermeasures. The last major deployment of naval mines I'm aware of was in WWII, and back then mines blew up anything that hit them. I can accept that advanced technology would give mines in Sins the ability to identify friendlies, but if that's the case then there should be some way for enemies to fool them.
- Vasari mines are out of control. Their mines are free. They can deploy them in zones where ships come out of jump space, which can destroy a fleet instantly without any ability to do anything about it. They can launch an invasion fleet and deploy a ton of mines in enemy sectors, making it very difficult to fight the invasion fleet. They deploy mines so much faster than it takes TEC to build them. Build 10 ruiniers and you pretty much have an instant field that would take TEC a minute to build.
- I haven't tried Advent yet, but my friend tells me those mines are useless because the fighters deploy them instantly upon detecting incoming enemies so all he gets are dense mine fields around his hangars.
- You could make the chance of hitting a mine very low to simulate the fact that space is 3d even though Sins is 2d, and that cubes the space that you need to mine rather than 2d space, which is only squared.
- Make mines only damage one ship at a time. Ships in Sins travel on top of each other (Ok, it's simulating 3d) but mines exist in 2d space so if one ship in a dense pack hits one, they all get damaged. Fleet formations never really mattered before, but now they do....
- Reduce mine damage. A pair of mines can destroy a frigate or severly cripple a capship. That's realistic as far as real world mines go, but it doesn't make sense in Sins where a frigate can survive a direct assault from a battleship for a surprisingly long time.