yeah, i in my imagination this the reason why system mines work (at least in turn of arrival and departure).
the idea to really cover the all empty space in a system with so many mines that one cant stay clear of them is really ridiculous.
Moderators: Oberlus, Committer
yeah, i in my imagination this the reason why system mines work (at least in turn of arrival and departure).
Yes and no - its fluff, but you could say mines could be seeded in orbit of a planet, such orbits being required by a fleet to maintain an attack against the planet.
yes, that is actually similar to my starlane argument. this extends credibility for cases where an attack happens.
We can think of mines like small, hard to detect, explosive debris floating in the system's open space.
If the ship was hidden, the explosions it triggered made it possible to pinpoint its approximate location.
i would guess that if you crunch the numbers they would be still miniscule. maybe if you speed the mines up to a speed where they almost escape the system... dunno.. still not convinced. anyway, i actually dont careOberlus wrote: ↑Fri Sep 23, 2022 7:37 amWe can think of mines like small, hard to detect, explosive debris floating in the system's open space.
...travel between star systems) are so huge that they will be traversing humongous amounts of space, and thus the probabilities of collisions are much bigger than one would suspect.
the main gameplay question I raised if we want hidden ships to trigger the mines at all. The effect could also be to increase unstealthiness meter (in case we add that). I could also imagine a probalistic triggering of mines. So even if one sometimes sees mines explode, not seeing mines explode could still mean there is something slipping by (so one is not sure, where the enemy lurks).Oberlus wrote: ↑Fri Sep 23, 2022 7:37 amIf the ship was hidden, the explosions it triggered made it possible to pinpoint its approximate location.
I wouldn't complain if hidden ships were fully revealed after triggering mines. But I also like current system: you don't know what triggered the mine, you just saw the explosions. An indication of how many different hidden objects triggered the mines would make sense. But we can just leave it as it is.
I do want.
I don't see the need to any new stealth meter. Something that increases the unstealthiness of a ship is something that lowers its stealth (for anyone else to see).
yes, thats the fluff discussion.
I like the way it currently works for similar reasons.Oberlus wrote: ↑Fri Sep 23, 2022 11:23 am So no one is asking for hidden ships to not trigger mines?
My gameplay reasons to let hidden ships trigger mines is that it seems a good use case for mines: to force stealth empires to renew their hulls so that their hidden scouts/skirmishers/troops can sustain mines damage.
dont know how to answer that strawman. also i do not never try to take care when using double negation as spanish english and german english are not exactly the same. so i'd say: one asking for it is me.
fair enough
i agree that forcing to renew ship hulls is fine/a good mechanic.
There is a workaround: don't stop in those systems.
+1 to the yikes.have mines explode sometimes if there is no enemy: very stealthy regenerating harmless monster (yikes)
not possible to flyby if there is a stationary ship
i am still in