I've always found mines to be nothing more than a mere nuisance. After taking an enemy planet and there are mines still left in the gravity well, aside from simply plowing through them, (Which is always an option), but trying to clear them out with scouts is simply a pain in the ass. I took the mines completely out of the game for the mod that I use for my own personal use. However once I start work on a mod that is to be released, I would like to hear how the community feels about whether or not to take them out, or limit the number of mines that can be deployed, or simply leave them be?
The problem is more the way the AI uses mines, which is laughable. When players use mines, they use them as thickets and hide their units behind them. You can't get into range of enemy carriers or LRF when they can just hide in the middle of a minefield. The AI will not do this, so its mines just sit around looking stupid and eating up your time after you're done cleaning up everything else.
Thanks for the input Darvin, that really helps out a lot since I'm a skirmish player and not an online player. So it has good strategic value in multiplayer, just not so much against the AI. I think I'll leave them be then, since it has better value in multiplayer games.
I'm torn when it comes to mines. It's a feature of Entrenchment I don't really want to get rid of, but the AI is does not intelligently use mines. So far I have not added mines to any of my new races which is fine by me as I don't see the mod ever being seriously played online. The advent AI is the worst offender at mine construction and could really use to remove the feature from the drone host as it just gimps the race in SP games.
The advent AI is the worst offender at mine construction and could really use to remove the feature from the drone host as it just gimps the race in SP games.
End of ZombiesRus5's quote
I know exactly what you mean about the Area Drones. They tend to get built and not used far more often than being built and used properly. Perhaps a good balance would be to leave all the mines as they currently are, but remove the Homing Mine Squadrons from the Area Drones.
A good thought, though that would mean that only the Vasari can make mines anywhere.
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True. Although as it is now, two factions can build/create mines anywhere and one cannot (TEC). It would simply be reversed, 0ne could build anywhere and two wouldn't be able to. IDK, that's why I wanted to see how others felt before I started doing anything to the mines.
I'm working with my poor, homely modding skill on a mine variant right now. It will be the same basic principle for all factions. It sits in its place until an enemy unit enters the grav well. All mines would be placed by minelaying ships so they can be used anywhere.
If it's within range it launches at the enemy at very high speed and from greater ranges than current mines and explodes for a single shot of much greater damage. I know how to make a "frigate" do this but my goal is to do it with mines.
In order to make mines do what they do in real life--intimidate enemies from passing over them, I'll have researchable mines so they increase with effect as research increases.
If I can swing it I'll add later mines that produce emp style effects,anti-shield/hull/ability mines and dummy mines that are cheap and do almost nothing but serve as deterrents along with a special one I ain't gonna discuss out loud right now. Some mines will also be tailored to hit specific ship types.
My ideas are based on modern mines which are incredibly varied and sophisticated and don't have analogous representatives in the game.
Mines will max out at 10 per grav well--enough for variety and strategy but small enough not to overkill. You will have to actually think about placement strategy.
Mine fields as they exist in real life and as they are modeled in the game are completely unrealistic. The sheer volume of space that would need to be covered is really astronomical and would bankrupt economies just maintaining and replacing them.
Now that I have the black hole technology, nothing is impossible. Muwahahahahahah!
True. Although as it is now, two factions can build/create mines anywhere and one cannot (TEC). It would simply be reversed, 0ne could build anywhere and two wouldn't be able to. IDK, that's why I wanted to see how others felt before I started doing anything to the mines.
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Another option for advent is to create a dedicated mine builder much like how Vasari works. The AI will not spam this unit and you can use the same drone host model, but limit it only to mines.
I think mine layers are great ideas for all sides. I appreciate the mines in the game and the typical asymmetrical approach to them but the lag issues with them on big maps is a concern.
Would love to see creative mine mods (then I don't have to go nuts trying).