Clearing mines

Entrenchment needs mine-sweepers!

AS has been noted by several other posters, I strongly recommend that a mine-sweeper frigate or cruiser be incorporated into the game. When the AI (or perhaps other human opponents for those who play online) engage in mine-spamming it can significantly impair mobility in a star system if done extensively enough. While the idea of being able to place mines is great, every move should have a counter-move. I'm currently reduced to using a "spare" capital ship as an "ice breaker" when I feel I need to clear out a field.

5,152 views 30 replies
Reply #2 Top

When the AI (or perhaps other human opponents for those who play online) engage in mine-spamming it can significantly impair mobility in a star system if done extensively enough.
End of quote

Sure - that's the point.


The reason for a minesweeper is to reduce micromanagement and tedium, not reduce the ability to place mines (even to the point of significantly impairing mobility).

Reply #3 Top

Quoting mattlax8, reply 1
Yes, but they should be made really weak for balance. Mines are a method of defending, yet their ability to defend is ruined by minesweepers.
End of mattlax8's quote

Perhaps instead of being made as a weak ship, the ability would merely take a while to use. Not so useful for quick strikes, but in a drawn out assult, it would definitely make a difference to have minesweepers.

Just a thought.

Reply #4 Top

The reason for a minesweeper is to reduce micromanagement and tedium, not reduce the ability to place mines (even to the point of significantly impairing mobility).
End of quote

 

Sure, I agree that the point of placing mines is to reduce mobility. But like I stated before, every move should have a counter-move. And currently, there's no way to clear a mine field without just ramming ships through it. The reason for a minesweeper is NOT just to reduce micromanagement and tedium. The purpose of a minesweeper is to add balance to a game. Minesweepers don't reduce the ability to place mines (although that could be an interesting level-up ability if that function was added to a Cap ship). They ensure that a system that I've captured and held for hours of gametime actually looks like MY system, not the Vasari's (and I can move my ships around my system without worrying about them getting blown to smithereens by a faction that's been wiped off the board).

Reply #5 Top

You could just give the ability to destroy more mines to the Flak and Siege Frigates but Leave it as a researchable ability, a research station or two beyond the mines ability. It could be called phased rounds and do as the name suggests, launch phased round or weapons. You could explain them being different from Vasari phase shifted missiles  as they only have the ability to enter phase space, not exit it and cause damage. This would allow them to act as an effective defence, if only for a while. If you capture a planet. I think we should have the ability to remove all mines and capture all civilian structures, while destroying the military structures(mines are included). You could always make it so that you need a starbase to activate mines as the phase cloak things disrupts their scanners. Though you should have at max a 50/50 chance of destroying the mines.

Reply #6 Top

Quoting Anatomico, reply 4

The reason for a minesweeper is NOT just to reduce micromanagement and tedium. The purpose of a minesweeper is to add balance to a game. They ensure that a system that I've captured and held for hours of gametime actually looks like MY system, not the Vasari's (and I can move my ships around my system without worrying about them getting blown to smithereens by a faction that's been wiped off the board).
End of Anatomico's quote

This boils down to the purpose I proscribed - reducing micromanagement and tedium.  Without the minesweeper, you can still do all the things you said (ensure that the system looks like YOUR system, blah blah) - the problem is, it will require a lot of micro and tedium for you.  With the minesweeper, you automate the micro and tedium away.

Reply #7 Top

In case your not aware, there gonna be a new update soon to address the problems with Entrenchment.

And they do not need a mine sweeper ship. They currently have 2 ship that IMO are perfect for minesweaping. Flak and/or scout. Granted the CURRENT build does have it at an imbalanced. So, be calm and wait for the update then lets go from there. Ironclad is 999.999999999999999999999999999999999999999999999999999999999999% aware of the mine issue.

Reply #8 Top

Why bother making a custom ship? Just have the mines cleared automatically after you have control of the planet (and there are no remaining enemy forces that are not mines). Have the clearing process start slow and accelerate.

Reply #9 Top

Quoting CowTsign, reply 8
Why bother making a custom ship? Just have the mines cleared automatically after you have control of the planet (and there are no remaining enemy forces that are not mines). Have the clearing process start slow and accelerate.
End of CowTsign's quote

If this were the case then perhaps the ability to clear mines could be added to the construction drones.

Reply #10 Top

This boils down to the purpose I proscribed - reducing micromanagement and tedium. Without the minesweeper, you can still do all the things you said (ensure that the system looks like YOUR system, blah blah) - the problem is, it will require a lot of micro and tedium for you. With the minesweeper, you automate the micro and tedium away.
End of quote

I have to disagree with you. This does not boil down to what you described. There's a difference between micromanagement and tedium in which you have to move a ship able to clear mines (without taking damage because this is what it's designed to do) from field, to field, to field, until all minefields are cleared from a system, and doing the same thing with a ship that is able to clear mines ONLY by taking damage to the shields and hull. This opens said ship up to destruction by the mines or at least damage that may become a sudden liability if said system is attacked (and the capital ship anchoring the fleet is damaged from clearing mines by ramming into them).

Micromanagement and tedium refer to whether or not the mine clearing is automated or needs to be manually directed by the player. I'm not even addressing that issue. What I'm concerned with is how the field is cleared (ship capabilities), not who's doing it (manually by the player or automated by the computer).

I hope the new update to Entrenchment truly does address the imbalance of the mine issue properly.

Reply #11 Top

Is it just me or does the AI in beta 2 not use mines as much as before?  I mean, that's good because I don't want to be mine spammed, but in the game I was playing they didn't use any...

Reply #12 Top

Only TEC uses mines in beta 2. Advent and Vasari are temporarily disabled until we verify the new placement method is satisfactory.

Reply #13 Top

<<There's a difference between micromanagement and tedium in which you have to move a ship able to clear mines (without taking damage because this is what it's designed to do) from field, to field, to field, until all minefields are cleared from a system, and doing the same thing with a ship that is able to clear mines ONLY by taking damage to the shields and hull.>>

I have no earthly idea what you are talking about.  Sure, there is a difference between the two things you said.  Thing is, nobody has proposed the second thing you said.

I'm not sure I proposed the first thing you said either.  The ship I proposed wouldn't have to be manually moved from field to field to field, unless all those fields were on different planets.

<<Micromanagement and tedium refer to whether or not the mine clearing is automated or needs to be manually directed by the player. I'm not even addressing that issue. What I'm concerned with is how the field is cleared (ship capabilities), not who's doing it (manually by the player or automated by the computer).>>

I'm not even sure you yourself know what you are trying to say at this point.  "How the field is cleared," and "who's doing it," are combined issues.  If the field is cleared by you manually clicking on a scout, and then manually right clicking on a mine, then that's both "how the field is cleared" (by grabbing a scout and pointing and clicking) and "who's doing it" (you).  Under my proposition, "how the field is cleared" would be by "minesweeper sweeping them," and "who's doing it" would be the AI.

Quoting -Ue_Carbon, reply 7
In case your not aware, there gonna be a new update soon to address the problems with Entrenchment.

And they do not need a mine sweeper ship. They currently have 2 ship that IMO are perfect for minesweaping. Flak and/or scout. Granted the CURRENT build does have it at an imbalanced. So, be calm and wait for the update then lets go from there. Ironclad is 999.999999999999999999999999999999999999999999999999999999999999% aware of the mine issue.
End of -Ue_Carbon's quote

I agree with you, Carbon.  I personally have no issues with mines.  My comments were to try to propose something reasonable to placate the mass of people who DO have issues with them.  You see, if good people don't speak up and offer good solutions, then bad solutions will be implemented (like, getting rid of mines altogether).  An example of this was when the PJI was uber-nerfed coming out of beta.  Some people screamed bloody murder about them, good people didn't speak up, and out came the nerf axe.  I didn't want the same thing to happen to mines.  But if all the devs hear is "I hate mines!  Take them out of the game!" then either they will be taken out, or just nerfed to the point that they might as well be.

Reply #14 Top

Well, My post was not 100% directed at you. Ive made many of a post in different topics all with the same underlining theme. All, I was trying to say is IC will balance it. It was only beta 1 at the time of my post and beta 2 was on it way out. And yes, your right we who do like mines need to speak out. Im still afraid they might get the nerf axe or ban hammer. Which would be a shame. As we see from this lastest beta that IC is still on our side with a good change to mines and with the scout and flak getting a new place in a fleet.

LOL, and on a related note we should form the P.F.E.T.O.M. (Players For Ethcial Treatement Of Mines) ;)

Reply #16 Top

I get anoyed when I loose part of my fleet ariving at a sun.  Even more so when it is in a system I've controlled for hours.

Reply #17 Top

Quoting crab117, reply 16
I get anoyed when I loose part of my fleet ariving at a sun.  Even more so when it is in a system I've controlled for hours.
End of crab117's quote

 

P.F.E.T.O.M. suggest you minesweep better.

Reply #18 Top

I don't know if it was a bug or not, but on occasion I've been able to actualy sweep the homing mines with the point defence of my fleet.  But the gravity mines still cause me to have to make more ships.

Reply #19 Top

The mines are not 100% balanced yet. I know IC has resorted to robots and caffine pumps, to get everything so far.;P

Reply #20 Top

I think a better answer would be just to limit the number of mines in a system to 30 or something like that. you couldn't have mines everywhere

Reply #21 Top

With a lower number like 30, you do realized that increases the chance for ships to fly thorgh a 'mine field' undamaged?

Reply #22 Top

30 is too little :P 150 isn't unreasonable, and since they cost resources it's unlikely to get the cap on many grav wells unless it's a long game.

A bigger issue is that it's possible to stick mines right on jump-in where they detonate on the whole fleet before anything had a chance to sweep. The only resort is to send some suiciders to clear the jump-in point (if jumping at another angle is out of the question, anyway).

Reply #23 Top

Yeah, I do agree that mining the jump point is a bit cheap. It be nice if when a ship exited phase jump it disrupted and disarmed the mines.

Reply #24 Top

Well, my original idea was to just make the scout detection disable abilities on the mines (since all mines detonate through an ability). That way, once a mine is detected it's disabled and can't detonate. That would also solve the turning arcs issue which still exists if you aren't careful with your ships and they try to turn around :)

Reply #25 Top

Edit: Sorry double post, forums went boom.