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Mines (Vote in the poll or I kill you)


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Poll: What should we do with mines? (70 member(s) have cast votes)

What should we do with mines?

  1. Get rid of them completely. (14 votes [20.00%])

    Percentage of vote: 20.00%

  2. Voted Leave them as they are. (20 votes [28.57%])

    Percentage of vote: 28.57%

  3. Modify them in a way that I will post in the comments below. (36 votes [51.43%])

    Percentage of vote: 51.43%

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#41 Defender0

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Posted 28 March 2013 - 02:35 PM

Not always though, I use muh diplomacy to negotiate truces and pacts.

Unlike you and your simpleton friends I can see the bigger picture.


Huzzah!


i dont use diplomacy since i find that it goes against the canon of 2543 lol

however, in online games, i am very diplomatic

#42 Guest_Golly 1st Earl Oxford VC_*

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Posted 28 March 2013 - 02:35 PM

Yeah I'm talking about online here.

#43 Emberblaque

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Posted 28 March 2013 - 02:46 PM

Instead of having a layered effect it will do sub-shiva damage/effects and be a researchable item that only prowlers can drop. They would ideally cost antimatter and maybe crystal? Dunno, just don't think one should be able to drop them all over the place. Removing the icon would be nice too. You'd still be able to select them if you highlight the right area, but it would basically take minesweeping efforts on your part to find it.


I agree with this.

#44 Defender0

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Posted 28 March 2013 - 02:47 PM

Yeah I'm talking about online here.


ok, im talking about single player (where i do my testing)

#45 Jrspartan

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Posted 28 March 2013 - 04:14 PM

Alright quite simply Uni summed up my idea red partially mentioned.

I say keep the strength of the mines to shiva levels including it's range because even if you remove the icons from the mines all it takes are simple precautions and some awareness to keep a fleet from being messed up. People mines aren't that hard to find.... ;limit the number of mines to 50 for planets and 150 for stars, that way this forces players to think of where they are placing their mines while not completely forcing an invader/ pursuer to send scouts to take out mines because there are mines all over the rim of a gravity well.
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#46 Faced

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Posted 28 March 2013 - 04:22 PM

Maybe call them HAVOK mines ;)
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#47 Aunt Gruntie

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Posted 28 March 2013 - 07:45 PM

I think they are mostly fine the way they are. BUT I think they should

a)be more expensive to build and/or

b)have a longer build time or

c) give the reveal mines ability to a slightly more useful ship.

Although mines are pretty ridiculous I've found that merely mixing prowlers in your fleet that's attacking (maybe 10 or so) a planet with mines, generally speaking, they spot them for your ships and they will be destroyed.

Maybe another option is to make the prowler's reveal mine ability get a drastic range boost, thereby making it overall more effective against mines.

NOTHING is as important than SCOUTING a planet first to determine defenses i.e fleet comp, planetary defenses, and of course, the infamous MINES.

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#48 tothe

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Posted 29 March 2013 - 03:59 AM

Easy solution, can you just make mines destructable by every ship? that way they can still cause lots of damage and they are fair to the enemy.

#49 Unikraken

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Posted 29 March 2013 - 06:34 AM

Easy solution, can you just make mines destructable by every ship? that way they can still cause lots of damage and they are fair to the enemy.


You guys want a ramp up to the victory platform all the way don't you? Hah. No.

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#50 chiefship

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Posted 29 March 2013 - 06:48 AM

I say keep the strength of the mines to shiva levels including it's range because even if you remove the icons from the mines all it takes are simple precautions and some awareness to keep a fleet from being messed up. People mines aren't that hard to find.... ;limit the number of mines to 50 for planets and 150 for stars, that way this forces players to think of where they are placing their mines while not completely forcing an invader/ pursuer to send scouts to take out mines because there are mines all over the rim of a gravity well.


i am in favor with this idea

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#51 Guest_Golly 1st Earl Oxford VC_*

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Posted 29 March 2013 - 08:03 AM

I see no reason to reduce the number, if anything increase it. If you let your enemy make a minefield that big, then it's your fault, and your fault only. So don't complain when you loose half of your forces taking one planet. It is your fault for not employing fast combat.

#52 Defender0

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Posted 29 March 2013 - 08:11 AM

Says the small but many battlegroups person

#53 Guest_Golly 1st Earl Oxford VC_*

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Posted 29 March 2013 - 08:29 AM

:3

#54 Calm_Craftman

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Posted 29 March 2013 - 04:48 PM

Just use the nova bombs :D :D :D where u can tear half of the fleet that destroyed reach into bits of dust!
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#55 Faced

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Posted 29 March 2013 - 09:37 PM

Just use the nova bombs :D :D :D where u can tear half of the fleet that destroyed reach into bits of dust!

Shiva*

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#56 PrestonCole

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Posted 30 March 2013 - 12:48 AM

Shiva*

Nova*
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#57 Conran

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Posted 30 March 2013 - 01:39 PM

My suggestion would be one I proposed in another thread i'm too lazy to dig up, AoE ability style thing with a timed cooldown.

Failing that, the mine laying option would be useful, it would also give more use for scouts in defensive situations rather than telling you when to run away like a boy from a priest or stand and fight like... I don't know, Russel Crowe at the end of Gladiator.

As a sidenote, I do agree with on minefield numbers and allowing hostiles to dig in with that big a minefield, but I also know how crippling the lag can be in games where opponents have heavily mined sometimes. I think on that front, it's a trade off of performance and hilarious, bowel exploding death.

Although...i'm almost certain theres a way you could do both, simulate a large minefield but have the mines actually have technically smaller numbers. Fuck, how do I explain. Basicly, it's regarded as a single entity in the game, but visually and ability wise, it acts as multiples, so in turn, you avoid long term games crippling lag as you wouldn't need so many as their simulated, maintaining an illusion of a vast minefield. They detonate and disapate as usual so for all intensive purposes, they are a minefield. I *think* it might be possible technically. If you tie in certain conditions to the detonation abilities perhaps, causing the final one to self destruct the field? Y'now what, let me get back to you on that idea. I can see alot of flaws with it.

#58 Dhoulmegus

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Posted 30 March 2013 - 06:09 PM

My suggestion would be one I proposed in another thread i'm too lazy to dig up, AoE ability style thing with a timed cooldown.

Failing that, the mine laying option would be useful, it would also give more use for scouts in defensive situations rather than telling you when to run away like a boy from a priest or stand and fight like... I don't know, Russel Crowe at the end of Gladiator.

As a sidenote, I do agree with on minefield numbers and allowing hostiles to dig in with that big a minefield, but I also know how crippling the lag can be in games where opponents have heavily mined sometimes. I think on that front, it's a trade off of performance and hilarious, bowel exploding death.

Although...i'm almost certain theres a way you could do both, simulate a large minefield but have the mines actually have technically smaller numbers. Fuck, how do I explain. Basicly, it's regarded as a single entity in the game, but visually and ability wise, it acts as multiples, so in turn, you avoid long term games crippling lag as you wouldn't need so many as their simulated, maintaining an illusion of a vast minefield. They detonate and disapate as usual so for all intensive purposes, they are a minefield. I *think* it might be possible technically. If you tie in certain conditions to the detonation abilities perhaps, causing the final one to self destruct the field? Y'now what, let me get back to you on that idea. I can see alot of flaws with it.


That lag is generated when the mines blow up a thousand ships at once.
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#59 Calm_Craftman

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Posted 30 March 2013 - 07:46 PM

So no Nova bomb/mine? the UNSC needs a planet killer too...
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#60 Unikraken

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Posted 30 March 2013 - 08:16 PM

So no Nova bomb/mine? the UNSC needs a planet killer too...


Canada and I both seem to be opposed to superweapons in the standard SoaSE sense.

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