How many mines could you stick on say, a desert planet?
the unmodded game lets you place 150 mines on all planets.
Advent and Vasari can also place in UCGWs because of how they do it (they are ship deployed, whereas TEC build them in GW's they own with their construction frigates.
However i know DiSt has modded it so Asteroids only have 100, and im sure giant planets have more than 150 slots, so long story short we can stick as many as we like or deem performance appropriate (in the beta, before they put a limit on how many mines per GW, you could have 500 or more mines in a GW so that there wasnt any clear space, and it made even the most high-end computers lag).
And what do you mean by they have a targeting limit of one? As in you only find one mine at a time? Unless these things are limited to 3-5 per GW, that wouldn't make sense.
yeah, more or less, but the ability cool down is so quick and lasts for such a long time, the total number of mines uncovered within range is larger than you would expect. basically, after a few seconds, all mines within range of the scout are uncloaked, it just happens one at a time.
If Rez has Entrenchment, he may be able to host the GameInfo folder for you to work with. I don't know though, you'll need to ask him (sorry if I put you on the spot Rez).
I'll search the Gameinfo files for them tomorrow. That way I'll actually know the exact details of them.
Now, the Minesweeper Weapons... those are for actually destroying the mines in adition to the abilities? or are they also for anti-ship combat as well? if its possible, i think it should be limited to only firing on mines etc...
alternatively, what about making each races Assault Cruiser have minesweeping abilities... we'll have to give the vasari its own Minesweeper since they use their starbase, but for the other two why not? im just worried we are going to run out of room on the Build Map... there are 6 in standard Entrenchment, plus the 3 we are adding, makes 9 already... so unless we shift the Assault and Construction Cruisers into the Frigates Tab, and/or put the TT or new UC into the Frigate tab, we are already out of space...
oh, gosh, im in the spotlight i get so nervous at times like this... okay, ill say it, I LIKE MULLETS! i really do... oh, um.. what were we talking about? =P
no, its cool, i have Entrenchment just give us a yell for what you need and ill be happy to be of service.
Yeah... Krachek is better, but I was stumped at finding something that ended with an -or. I eventually went with Counselor.
i agree... Tarkan is more TEC or even an outside Advent... if this was a Starwars mod though, you'd be golden! =P
I also had trouble naming the SotLs when i was designing them... funnily enough the Advent one was the easiest, then TEC (i was originally going to go with 'Nike', Goddess of Victory and Triumph in Battle, then figured it sounded weird) and Vasari was the hardest, because whatever i came up with sounded so similar to what was already in use.... on that note, if anyone can come up with a better name for the 'Ultimate' Vasari Ship, im willing to listen.
Phase Involution: Sends all mines within range (7000) into phase space for 540 seconds. Costs 100 AM
Mines are already in Phase Space... thats how they are cloaked. Scout ship detection equipment yanks it out of phase space and makes it vulnerable to attack. Its still a valuable ability, but the wording needs to be changed to "Disables Space Mine Decloaking and keeps them in Phase Space for 540 seconds" or something similar.
I also recommend changing Involution to Inversion. I realise its essentially the same thing, but for the lay-person without an advanced vocabulary may get unneccesarily confused. Actually, come to think of it, the whole name should be changed because its not Phase Involution anymore, its more like Forced Cloak or something similar.
Also, you named the TEC MS Neodyn, while naming the ability Neodine bomb. Just wondering if its intentional or not.
As for the missile tube on the TEC FC, i realise its longer range than the AC, i was suggesting giving the other two similarly long range weapons for that whole sniper thing, but meh, it doesnt matter.
Also, Heavy Flak Cruisers... its a mouthful, i was thinking something like Air Combat Cruiser, even if it isnt accurate, or Fleet Defense Cruiser. im sure it will end up being called a Flak Cruiser by the public anyway, but meh.
other than that, im happy with Flak Cruisers. I still think the Vasari weapons should be swapped (so replace the WC's with PB and vice versa. As for the abilities, meh, assume the beam does the same just without a warhead. we can say the Nanites are transferred via the beam, and the graviton warheads ability comes about much the same way as a tractor beam works).
Btw, are you keeping tabs on all these idea? i have a rough tally, but nothing written down yet. just so we have all the ideas and the finally agreed upon names/abilities/number values etc