[discussion and ideas] Possible mine changes

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awmalzo
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[discussion and ideas] Possible mine changes

Post by awmalzo » Thu Oct 09, 2008 6:37 pm

current mine anaylisis:

normal mines cost : $10,000
damage : 'x' <= approximate avarege damage
hits : 1

total damage before clearance : 'x'


Not generally used

Compund mines cost : $45,000
damage : 'x'
hits : 4

total damage before clearance : '4x'


*******************

current problem: regular mines aren't used anymore, and they only used only if people lack compund mines, or rebangers who can't afford compund mines yet.

*******************

suggested solution : http://starportgame.com/sgeforum/viewtopic.php?t=13401

regular mines do double damage

solution failed, too many opposing it.


>>> input your ideas on how to make regular mines more used <<<

please don't include different mines type in this discussion.THIS IS ONLY ABOUT REGULAR MINES AND COMPUND MINES.


All I want you to do is simple , copy what I posted above about the mines, and alter the hits, damage and cost stuff to your liking, or add them special abilities you like to see in the future, and post it.

and please don't post something like 1000 hits or any stupid stuff.....
Last edited by awmalzo on Thu Oct 09, 2008 6:43 pm, edited 1 time in total.

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awmalzo
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Post by awmalzo » Thu Oct 09, 2008 6:39 pm

Example:

I propose this plan

current mine anaylisis:

normal mines cost : $20,000
damage : '2x' <= approximate avarege damage
hits : 1

total damage before clearance : '2x'


Not generally used

Compund mines cost : $45,000
damage : 'x'
hits : 4

total damage before clearance : '4x'


reason: double damage of regular mines so they may get more usefull, challange to clear them.

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awmalzo
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Post by awmalzo » Thu Oct 09, 2008 6:40 pm

awmalzo wrote:Example:

I propose this plan

current mine anaylisis:

normal mines cost : $20,000
damage : '2x' <= approximate avarege damage
hits : 1

total damage before clearance : '2x'


Not generally used

Compund mines cost : $45,000
damage : 'x'
hits : 4

total damage before clearance : '4x'


reason: double damage of regular mines so they may get more usefull, challange to clear them.
example: sorry I don't like your idea : * post reasons *

post your ideas

[ sorry for triple posts , won't happen again ;p ]

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Deathreape98
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Post by Deathreape98 » Fri Oct 10, 2008 1:21 am

I personally think that normal mines should do more damage per hit, but C Mines last longer.

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Knives.
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Re: [discussion and ideas] Possible mine changes

Post by Knives. » Fri Oct 10, 2008 3:05 am

awmalzo wrote:current mine anaylisis:

normal mines cost : $10,000
damage : 'x' <= approximate avarege damage
hits : 1

total damage before clearance : 'x'


Not generally used

Compund mines cost : $45,000
damage : 'x'
hits : 4

total damage before clearance : '4x'


*******************

current problem: regular mines aren't used anymore, and they only used only if people lack compund mines, or rebangers who can't afford compund mines yet.

*******************

suggested solution : http://starportgame.com/sgeforum/viewtopic.php?t=13401

regular mines do double damage

solution failed, too many opposing it.


>>> input your ideas on how to make regular mines more used <<<

please don't include different mines type in this discussion.THIS IS ONLY ABOUT REGULAR MINES AND COMPUND MINES.


All I want you to do is simple , copy what I posted above about the mines, and alter the hits, damage and cost stuff to your liking, or add them special abilities you like to see in the future, and post it.

and please don't post something like 1000 hits or any stupid stuff.....
My idea:

Both mines take 4 hits to destroy, and do the same damage.

However, the normal mines don't lower your energy when you hit them. :P

This could be used strategically, but I'm not going into that now. :wink:

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awmalzo
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Post by awmalzo » Sat Oct 11, 2008 8:18 pm

waits for more input

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thorn
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Post by thorn » Sat Oct 11, 2008 11:58 pm

hmm. well a solution to solve this is very simple.
get rid of normal mines and theres no need for them anymore.

or you could make it so normal mines start following you when you get so close to them :D that would be funny.

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Armor
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Post by Armor » Sun Oct 12, 2008 4:13 am

thorn wrote:or you could make it so normal mines start following you when you get so close to them :D that would be funny.
Heh, actually kinda like that idea just for the humor.

Thebest
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Post by Thebest » Sun Oct 12, 2008 1:07 pm

How about this, every time you hit a normal mine, it encumbers you by 10%, not exceeding 50% however.

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CrazyChef
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Post by CrazyChef » Sun Oct 12, 2008 8:19 pm

How about normal mine work lioke real ones..
They dont trigger untill you actually "step off" the mine, but does much more damage
CM work as what they look like: Sensors on the outside of them trigger as soon as u touch them but do regular damage

just a thought

advantages and disadvantages to both

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BLADE2
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Post by BLADE2 » Sun Oct 12, 2008 8:57 pm

Turn normal mines into magnetic mines, they do little damage, but are pulled near you (magnetically, duh) when you get near them.

Mine a port with a bunch of these. Someone goes to leave the port, and they get followed by 50 mines at a time, BOOM! I bet that could increase their use a little.

Put a few of them near the landing zone on your planet, some unsuspecting Emperor lands to scope out the planet, they'll have a surprise waiting for them.

Defenses of BLADES obiterates -nox-!

Elemayo
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Post by Elemayo » Sun Oct 12, 2008 9:31 pm

Do to normal mines what we did to negs.

You can find normal mines under aliens.
Normal mines cost 100 energy to deploy. (this wont affect much, but would allow to drop them somewhere at a much quicker rate.)

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ArdRhys4
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Post by ArdRhys4 » Thu Oct 16, 2008 3:08 am

i like elmayo's idea

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Cheesy
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Post by Cheesy » Thu Oct 16, 2008 10:11 pm

Elemayo wrote:Do to normal mines what we did to negs.

You can find normal mines under aliens.
Normal mines cost 100 energy to deploy. (this wont affect much, but would allow to drop them somewhere at a much quicker rate.)
^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
that idea is exactly what we should do with mines!

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ArdRhys4
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Post by ArdRhys4 » Fri Oct 17, 2008 4:42 am

it makes perfect sense.

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CiZi
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Post by CiZi » Fri Oct 24, 2008 5:08 am

If normal mines are not used enough and eventually seem a weak redundancy, just remove them.

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