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Mine Types - Printable Version

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Mine Types - darthbeck - 03-03-2009

' Wrote:nucleart missile with those settings is usable only again another caps, I dont see problem in this.

you cauld abuse this to easyly.

the battleship fires a nuke missle. a fighter train cd's it when it gets away from the bs.

that means the missle explodes and kills allthe fighter without shields, nocks of all the guns and stuff.

no fun at all.

but if we made them have more then about 200 health then it would work well.
but i do think they should cost.....100 k per missle?

EDIT:sorry for grave digging


Mine Types - AJBeast - 03-03-2009

Actually , im glad you did gravedig. I cant belive i missed this topic. Ive been wanting to suggest stationary mines for ages, but i cba so.

Yea , im all for more diversity in mines and torpedos. Like a EMP torpedo! But that combined with a SNAC migh be a bit overkill ... mmm .


Mine Types - Friday - 03-03-2009

Ammo is going to occupy cargo space next mod isnt it?

If so, then one could balance the more powerful mines my increasing their cargo space (hence the amount one can carry).

More variety of mine types would make greater scope for 'mine-layer' ships like the Spatial.

You could even make a mine act as a 'reverse' torpedo launcher - a faster travelling and tracking one that chews energy as well as ammo.

EMP mines
Stationary mines
Low yield, wide area mines
Reverse torpedo mines
CD mines


Mine Types - gekerd - 03-06-2009

the problem is mines have the tendency to be able to move at the same speed in all directions, so the 'revers' torpedo would really be a torpedo face back


Mine Types - Friday - 03-06-2009

Ahh so they dont have the same inertia effect as torps and missiles do?