Posted 24 February 2013 - 11:53 PM
I've never liked the way minefields work in sins, they always felt like more of a burden to the defender than a hindrance to the attacker. It was always time consuming to properly mine a gravity well and even then a large fleet could simply move through it with little damage. Simply put minefields never seemed to be very cost effective and the tactics to counter them are a simple as forcing your ships through a small section of the field. There also is the issue that you don't have very much control over how the mines are placed and that they sometimes simply fail to detonate when they should. Not to mention that 150 mines in a gravity well is taxing for ones machine, especially if you have a large front to defend in game. The only solution to this problem that I have seen that address these issues is the way minefields are handled in the Sins 4x mod in which the minefields are 1 mine that have a persistent aoe that does a set damage over time instead of exploding. The mine limit in the gravity wells is reduced to somewhere between 10-20 and the size of the aoe is the same as what the area in which the mines are created in vanilla sins. This works to not only allow for more control and strategic use of mines but to also create a greater threat and force your opponent to either properly clear the mines, look for another route, or try their luck. It also has the added benefit of reducing clutter in the gravity well and the stress placed on your computer. I think a similar concept could be used to enhance minefields in this mod as well.
I think that a similar system could work but would require a few tweaks in order to fit better with the fast pace this mod. I would suggest that there be researchable levels of damage for the mines as well as a debuff such as reducing weapon range, ship speed, and armor to represent systems being damage by the minefield. This would allow for a better defensive planing but would also speed up gameplay since it would increase the efficacy of minesweepers due to their being less mines overall. For the upgrades to the mines I would suggest something like having the mines start off only doing damage, something like 20-30 per sec while the upgrade increases damage by around 15/30 points while adding debuffs like reduces ship speed by 8/12% armor by 2/4 and weapon range by 10/20%. Something that could also be considered and would be cool would be to add a high level research (tier 8 or 9) that gave the mines the ability to detonate a nuke that deals a large amount of damage to ships within 2/3 or 1/2 the range of it's aoe. The mine would be consumed in the process of course. To balance the mines out their build time would be increased, something like ten times how long it takes to build a single one now. Overall this kind of system would allow a defender to better control how an enemy attacks their planet while at the same time allowing for the clearing of a minefield to be simpler.
This is of course my opinion based off of my distaste for how mines are handled in the base game and given the current defensive installations available to the UNSC (also off the assumption of an anti-fighter platform that I think I read about) and as such I hope it don't come across as saying what should be done and is only my thoughts on how to in my opinion increase the usefulness of mines while creating interesting tactics for both attacker and defender while having the benefit of perhaps increasing the flow and performance of the game. Sorry for the long post and any feedback is welcome. Can't wait to see what comes next.