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Since: Oct 20, 2005 Posts: 6
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(Msg. 1) Posted: Mon Jun 19, 2006 9:48 am
Post subject: Thoughts on Mines and minesweeping Archived from groups: alt>games>vgaplanets4 (more info?)
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Just thought about sharing some ideas on minefields that I'd like to
forward to Tim... My friends seem to agree on the idea. I'm wondering
how'd you guys comment on this.
Minefields are naturally cloaked.
Normal ship scanners cannot detect minefields.
Ships with the following devices "on" can detect minefields.
1. Minesweeper array - (change to) can detect minefield upto a range
of 100ly... also sweeps minefields if ship is inside of minefield.
2. Long Range Mine Detector - can detect minefields upto a range of
500ly
3. Tachyon emmiter - Increases sensor noise thus minefields can be
seen. / Minefields decloak
4. Minefield destablizer - (change to) DETONATES all minefields within
50ly radius. Uses 50 units of fuel.
5. Gravity scanners detects gravitonic minefields.
Exotic tech stealth mines decreases the chances of minesweepers
detecting minefield.
Lastly, ships/fighter wings already inside a minefield, can see the
minefield they are inside of.... (something like visual sighting)
As to minefield damages... at present when a ship hits a mine, it
takes instant hull damage. I propose that the ship takes armor damage
before taking hull damage. Such that, (Hull mass + Armor mass) -
(xdamage
per mine hit) if = or less than 0, then the ship is destroyed. [Same
rules apply to Gun Zeroes and Stellar Matter Launcher if possible]
Minefield detonation, for bartbitic mines does 1000 pt damage...
Ship damage due to Barbitic Minefield Detonation can be reduced
through ship skill and experience. Ship damage due to Barbitic
Minefield hit can be reduced by subtracting 10% of ship skill and
experience from mine damage.
These are just some thoughts which could change the game play of
VGAplanets... what do you think, is it feasible guys? >> Stay informed about: Thoughts on Mines and minesweeping |
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Since: Mar 02, 2005 Posts: 277
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(Msg. 2) Posted: Mon Jun 19, 2006 12:08 pm
Post subject: Re: Thoughts on Mines and minesweeping [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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gateway wrote:
> Just thought about sharing some ideas on minefields that I'd like to
> forward to Tim... My friends seem to agree on the idea. I'm wondering
> how'd you guys comment on this.
You've probably heard this before, but feature requests like this are
something that will probably only happen after the game goes gold. Two
things need to happen before these things will happen: AI and
documentation. If you can help with either of those, it will
ultimately help ideas like yours to become code.
> 4. Minefield destablizer - (change to) DETONATES all minefields within
> 50ly radius. Uses 50 units of fuel.
This device once worked on all minefields and that was changed to just
one minefield. Even though your range is decreased, I think that this
may not fly.
> As to minefield damages... at present when a ship hits a mine, it
> takes instant hull damage. I propose that the ship takes armor damage
> before taking hull damage. Such that, (Hull mass + Armor mass) -
> (xdamage
> per mine hit) if = or less than 0, then the ship is destroyed. [Same
> rules apply to Gun Zeroes and Stellar Matter Launcher if possible]
Nothing is really impacting the ship, thus armor doesn't help. Imagine
fish swimming in a lake and you drop dynamite in...boom! The fish come
to the surface with all of their scales intact, but they are definitely
dead inside.
> Ship damage due to Barbitic Minefield Detonation can be reduced
> through ship skill and experience. Ship damage due to Barbitic
> Minefield hit can be reduced by subtracting 10% of ship skill and
> experience from mine damage.
I can see how that would work. A great navigator could help minimize
the damage done.
Magik >> Stay informed about: Thoughts on Mines and minesweeping |
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Since: Mar 01, 2005 Posts: 96
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(Msg. 3) Posted: Tue Jun 20, 2006 1:46 am
Post subject: Re: Thoughts on Mines and minesweeping [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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How about something far simpler.
Everything remains unchanged except for only ships
equiped with a mine layer or mine sweeper can scan for
mines. Other ships scaners are not designed for this work.
It would make mine laying/sweeping ships a required part of a fleet.
Example for the Privs your dwarfstar and Meteor would be the only
ships that could scan for mines. The 1/8 normal scan for mines
would still apply.
The exotic stealth mines would still work the same.
Robots would only be able to scan for mines with the Cat's paw.
I think every race has a mine layer or sweeper ship.
Does anyone know of a race that does not have one? >> Stay informed about: Thoughts on Mines and minesweeping |
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Since: Mar 01, 2005 Posts: 96
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(Msg. 4) Posted: Tue Jun 20, 2006 2:26 am
Post subject: Re: Thoughts on Mines and minesweeping [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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MCD wrote:
> > I think every race has a mine layer or sweeper ship.
> > Does anyone know of a race that does not have one?
>
> Crystals, maybe?
>
> This change might hurt the Colonies as they would only have minefield
> scanning on their tech10 ships.
Colonies Have unique mine sweeping abilities right?
I have never played them so I do not know how it works.
Perhaps their abilities to scan mines can be tied to their fighters
somehow?
>
> But I like your idea! My suggestion would be: Normal odds for scanning
> minefields 20% of what it is now.
If Colonies could see mines easier with fighters then we would not need
a normal ship to see mines at all right?
> Odds for scanning minefields with a ship
> that has a sweeper should increase by 50%. This change would not necessarily
> make minefields more powerful than they are now but add to the need to
> diversify your fleet.
Then no need for this either right.
>
> And of course the long mine detector should work as designed in the next
> host...
Yes I agree. But I still think the long range mine detector is working.
What I think has changed with host 196 is the stealth mines exotic now
hides mines from the Long range mine detector. It never used to.
Players just got used to always seeing mines if they had a Long range
mine
detector and now that they can not something must be wrong, or
so they say.
I am not saying for sure a lot of testing would have to be done with
the exotic stealth mines on and off using the long range mine detector
to
be sure. This is just my hunch for now.
Question is about the mine field destabilizer device.
Should this device also allow the ship to scan for mine fields? >> Stay informed about: Thoughts on Mines and minesweeping |
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Since: Mar 01, 2005 Posts: 96
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(Msg. 5) Posted: Tue Jun 20, 2006 2:45 am
Post subject: Re: Thoughts on Mines and minesweeping [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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minime-hammer wrote:
> MCD wrote:
> > > I think every race has a mine layer or sweeper ship.
> > > Does anyone know of a race that does not have one?
> >
> > Crystals, maybe?
> >
> > This change might hurt the Colonies as they would only have minefield
> > scanning on their tech10 ships.
>
> Colonies Have unique mine sweeping abilities right?
> I have never played them so I do not know how it works.
> Perhaps their abilities to scan mines can be tied to their fighters
> somehow?
Just looking at the Colonies abilities and perhaps the Colonies could
gain
as a race ability the ability to see mines with all of their ships
scanners
normally. It would be themattic for their race.
If this was the case then we would not need the 20% or 50% adjustments
listed below to help them out.
> >
> > But I like your idea! My suggestion would be: Normal odds for scanning
> > minefields 20% of what it is now.
>
> If Colonies could see mines easier with fighters then we would not need
> a normal ship to see mines at all right?
>
> > Odds for scanning minefields with a ship
> > that has a sweeper should increase by 50%. This change would not necessarily
> > make minefields more powerful than they are now but add to the need to
> > diversify your fleet.
>
> Then no need for this either right.
> >
> > And of course the long mine detector should work as designed in the next
> > host...
>
> Yes I agree. But I still think the long range mine detector is working.
> What I think has changed with host 196 is the stealth mines exotic now
> hides mines from the Long range mine detector. It never used to.
> Players just got used to always seeing mines if they had a Long range
> mine
> detector and now that they can not something must be wrong, or
> so they say.
> I am not saying for sure a lot of testing would have to be done with
> the exotic stealth mines on and off using the long range mine detector
> to
> be sure. This is just my hunch for now.
>
> Question is about the mine field destabilizer device.
> Should this device also allow the ship to scan for mine fields? >> Stay informed about: Thoughts on Mines and minesweeping |
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Since: Apr 18, 2005 Posts: 29
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(Msg. 6) Posted: Tue Jun 20, 2006 3:55 am
Post subject: Re: Thoughts on Mines and minesweeping [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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> Nothing is really impacting the ship, thus armor doesn't help. Imagine
> fish swimming in a lake and you drop dynamite in...boom! The fish come
> to the surface with all of their scales intact, but they are definitely
> dead inside.
Fishes don't dead because of the explosion. They die because of the
shockwave created by the explosion.
In outer space there is vacuum (= no matter), so there is no shockwave,
so the ships can't be damaged by the shockwave. Thus the only way that
a mine can damage a ship is by hiting it directly, damaging it's armor
before damaging it's hull (perhaps even damagins it's shield first).
Nyh >> Stay informed about: Thoughts on Mines and minesweeping |
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Since: Mar 01, 2005 Posts: 96
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(Msg. 7) Posted: Tue Jun 20, 2006 4:15 am
Post subject: Re: Thoughts on Mines and minesweeping [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Nyh wrote:
> > Nothing is really impacting the ship, thus armor doesn't help. Imagine
> > fish swimming in a lake and you drop dynamite in...boom! The fish come
> > to the surface with all of their scales intact, but they are definitely
> > dead inside.
>
> Fishes don't dead because of the explosion. They die because of the
> shockwave created by the explosion.
> In outer space there is vacuum (= no matter), so there is no shockwave,
> so the ships can't be damaged by the shockwave. Thus the only way that
> a mine can damage a ship is by hiting it directly, damaging it's armor
> before damaging it's hull (perhaps even damagins it's shield first).
>
> Nyh
The damage done by mines is something that can not be changed IMHO.
There are too many exceptions that would be impossible to fix properly
by changing the damage done routine.
Example Privs Meteor take double damage from barbitic mines and
because of its size one mine hit prevents the MCBR from moving again
that turn even hyp move.
Some ships are nearly mine immune.
Enforcer mines cause sytems damage.
Any damage model would have to maintain all of these relationships.
Plus the ones I did not mention.
Like web mines? >> Stay informed about: Thoughts on Mines and minesweeping |
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Since: Mar 02, 2005 Posts: 277
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(Msg. 8) Posted: Tue Jun 20, 2006 8:36 am
Post subject: Re: Thoughts on Mines and minesweeping [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Nyh wrote:
> > Nothing is really impacting the ship, thus armor doesn't help. Imagine
> > fish swimming in a lake and you drop dynamite in...boom! The fish come
> > to the surface with all of their scales intact, but they are definitely
> > dead inside.
>
> Fishes don't dead because of the explosion. They die because of the
> shockwave created by the explosion.
> In outer space there is vacuum (= no matter), so there is no shockwave,
> so the ships can't be damaged by the shockwave. Thus the only way that
> a mine can damage a ship is by hiting it directly, damaging it's armor
> before damaging it's hull (perhaps even damagins it's shield first).
>
> Nyh
Right, they don't die because of the explosion. You got my point
exactly. There are shockwaves in space, but they are in a different
form. Either way there is energy involved. With the fish, it is
energy changed into kinetic energy to move the water in such a way that
it causes forces within the water to cause damage. In space, it would
do the same thing, but in a much more pure form of energy. A single
mine in a minefield would explode and cause an extremely small amount
of shrapnel to spread in all directions, of which very little will
impact a ship to cause damage. The damage caused is from energy in the
form of a wave.
Magik >> Stay informed about: Thoughts on Mines and minesweeping |
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Since: Mar 01, 2005 Posts: 346
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(Msg. 9) Posted: Tue Jun 20, 2006 10:54 am
Post subject: Re: Thoughts on Mines and minesweeping [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Since: Mar 01, 2005 Posts: 75
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(Msg. 10) Posted: Tue Jun 20, 2006 11:02 am
Post subject: Re: Thoughts on Mines and minesweeping [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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> I think every race has a mine layer or sweeper ship.
> Does anyone know of a race that does not have one?
Crystals, maybe?
This change might hurt the Colonies as they would only have minefield
scanning on their tech10 ships.
But I like your idea! My suggestion would be: Normal odds for scanning
minefields 20% of what it is now. Odds for scanning minefields with a ship
that has a sweeper should increase by 50%. This change would not necessarily
make minefields more powerful than they are now but add to the need to
diversify your fleet.
And of course the long mine detector should work as designed in the next
host... >> Stay informed about: Thoughts on Mines and minesweeping |
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Since: Oct 20, 2005 Posts: 6
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(Msg. 11) Posted: Thu Jun 22, 2006 8:59 pm
Post subject: Re: Thoughts on Mines and minesweeping [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Regarding shockwaves:
No need to argue whether or not there are shockwaves in space. I just
think that when a ship hits a mine, the damage should eat through the
armor first before getting through the hull. But I have to clarify also
is that the ship still continues to take internal damages from the mine
hit. If I'm not mistaken, barbitic mine field cause system damage to
the ship. Maybe we can ask Tim also to include other random damage on
internal systems such as engine and life support on a mine hit.
Thus a ship can be intact, but may not be fit for combat. Enemy races
can choose to capture the ship, or destroy it. The ship owner can also
choose to repair his/her ship and retreat or continue on.
This gives races another way to capture enemy ships other than combat
and boarding lasers.
==================
Regarding mine sweeping ships...
I'm glad some of you are ammenable that only mine sweeping ships can
detect mines. CoM may suffer a bit but as long as they start with the
Virgo, I think they will be fine. and using small winged fighters as
scouts ships can help them find mines. I play the CoM oftenly, the CoM
are in an disadvantage if they start without their starting ships. In
cases like these, a cheap mine sweeper ship, or minefield immunity, or
mine detection at low ship tech level would be nice to have on the
race.
==================
Magik wrote:
> Nyh wrote:
> > > Nothing is really impacting the ship, thus armor doesn't help. Imagine
> > > fish swimming in a lake and you drop dynamite in...boom! The fish come
> > > to the surface with all of their scales intact, but they are definitely
> > > dead inside.
> >
> > Fishes don't dead because of the explosion. They die because of the
> > shockwave created by the explosion.
> > In outer space there is vacuum (= no matter), so there is no shockwave,
> > so the ships can't be damaged by the shockwave. Thus the only way that
> > a mine can damage a ship is by hiting it directly, damaging it's armor
> > before damaging it's hull (perhaps even damagins it's shield first).
> >
> > Nyh
>
> Right, they don't die because of the explosion. You got my point
> exactly. There are shockwaves in space, but they are in a different
> form. Either way there is energy involved. With the fish, it is
> energy changed into kinetic energy to move the water in such a way that
> it causes forces within the water to cause damage. In space, it would
> do the same thing, but in a much more pure form of energy. A single
> mine in a minefield would explode and cause an extremely small amount
> of shrapnel to spread in all directions, of which very little will
> impact a ship to cause damage. The damage caused is from energy in the
> form of a wave.
>
> Magik >> Stay informed about: Thoughts on Mines and minesweeping |
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Since: Oct 15, 2005 Posts: 204
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(Msg. 12) Posted: Thu Jun 22, 2006 11:53 pm
Post subject: Re: Thoughts on Mines and minesweeping [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Since: Oct 15, 2005 Posts: 204
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(Msg. 13) Posted: Thu Jun 22, 2006 11:57 pm
Post subject: Re: Thoughts on Mines and minesweeping [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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>
> Colonies Have unique mine sweeping abilities right?
> I have never played them so I do not know how it works.
> Perhaps their abilities to scan mines can be tied to their fighters
> somehow?
>
No unless you count running there (expensive) fighters through them
> >
> > But I like your idea! My suggestion would be: Normal odds for scanning
> > minefields 20% of what it is now.
>
> If Colonies could see mines easier with fighters then we would not need
> a normal ship to see mines at all right?
Fighter scan range is 15 ly >> Stay informed about: Thoughts on Mines and minesweeping |
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