G
Guest
Guest
Archived from groups: alt.games.vgaplanets4 (More info?)
That there is a fair bit of discussion right now about minefields. I
have been thinking of possible fixes. But before proposing solutions, it
might help to clarify the issues first. What do we actually want
minefields to do?
Do we want a game where minefields are a major problem for small ships,
but of little relevance to tech 10 hulls? (I recall an early game I
played, back when the only races to play were Fed and Borg. We saw the
first enemy Cube coming and laid some barbitic minefields in its path.
To our horror it came through almost unscathed. There have been many
Host changes since then; I think it survived because in those days, you
repaired after every mine hit. It gave the Cubes a real feeling of
unstoppability.)
Personally, I find minefields slow games down... but I don't want to get
rid of them. They're a valid defence. After some thought, I think the
thing which seems "unfair" to me is not the minefields themselves, but
how a carefully planned invasion fleet can be blown away by defenders
detonating minefields you didn't scan.
This could just be poor play on my part! But, once defenders have enough
mines up, there seems to be little one can do at long range. So you need
to relocate nearer them, giving them time to build up. It lengthens the
game.
I think Robots and Crystals should be minelayers par excellence. But the
other races shouldn't be able to depend on them.
From this basis, I suggest an exotic tech which reduces the chance of
enemy minefields detonating. An ECM field which jams the "detonate"
command near your ships.
What kind of "feel" do the rest of you want from mines? How would you
LIKE them to work?
--
Paul Honigmann
That there is a fair bit of discussion right now about minefields. I
have been thinking of possible fixes. But before proposing solutions, it
might help to clarify the issues first. What do we actually want
minefields to do?
Do we want a game where minefields are a major problem for small ships,
but of little relevance to tech 10 hulls? (I recall an early game I
played, back when the only races to play were Fed and Borg. We saw the
first enemy Cube coming and laid some barbitic minefields in its path.
To our horror it came through almost unscathed. There have been many
Host changes since then; I think it survived because in those days, you
repaired after every mine hit. It gave the Cubes a real feeling of
unstoppability.)
Personally, I find minefields slow games down... but I don't want to get
rid of them. They're a valid defence. After some thought, I think the
thing which seems "unfair" to me is not the minefields themselves, but
how a carefully planned invasion fleet can be blown away by defenders
detonating minefields you didn't scan.
This could just be poor play on my part! But, once defenders have enough
mines up, there seems to be little one can do at long range. So you need
to relocate nearer them, giving them time to build up. It lengthens the
game.
I think Robots and Crystals should be minelayers par excellence. But the
other races shouldn't be able to depend on them.
From this basis, I suggest an exotic tech which reduces the chance of
enemy minefields detonating. An ECM field which jams the "detonate"
command near your ships.
What kind of "feel" do the rest of you want from mines? How would you
LIKE them to work?
--
Paul Honigmann