There are a ton of posts on mines so I tried to look through them to see if I could find an answer but so far no luck. So I am posting this sorry if it has been answered.
I have taken over an enemy planet that has a mine field from hell. The battle was crazy. Anyway I did win and now I have this planet with a huge enemy mine field. Am I missing something? How do I get rid of this thing? Run ships into it over and over?
If there is no way to quickly do this then I definitely think there should be. I micro-managed the hell out of that battle so my ships wouldn't blow themselves to bits and now they still run the risk of the very same even though I now control the planet. Maybe there should be a ship that could disarm them? Or maybe when you take over a planet you can self-destruct the remaining mines? As it stands right now things are a mess.
Are my suggestions even needed? I mean is there already a way to do this? Even if there is I have to cast my vote with many here that as they are implemented right now mines seem to add a layer of tedium to the game. I really love the idea but as it stands now (to me at least) they are way to unwieldy.
The way to do it currently is to get a scout close to them to drop their phase cloak and invulnerability, then your ships can swoop in and kill them. Fighters/bombers work very well, but any ship can attack them as long as they don't get close enough to trigger the mines. The mine detection radius on the scouts isn't all that great, so right now it needs a lot more effort to clear the mines than to deploy them
Try the Scout/Flak counter to mines. It worked for me as TEC against Advent mines in my system - but be careful when an enemy force jumps into the system and your mine-sweepers dash towards them to attack them - through the mines ...
they should have a mine sweeping ship or an option to add to the scout to clear mines(like an option to "trik" the mines into exploding)
It would probably be usefull to be able to upgrade the scouts mine detection range. Can you do that in entrenchment? (not playing beta cause I like the working version. Will wait for release)
All other ships except flak have a researchable upgrade that gives them new abilities.
I would like to see Flak get the scouts' mine detector ability as an upgrade.
So really there is no "efficient" way to do this? From what I have read in other threads this is something they seem to be looking at. I was just hoping for a non-micromanage way to do this. To have to baby-sit each mine, phew, is just too much for me. I will keep playing to test things out but I don't see me being able to finish many games with this mine "situation".
Id love to have the ai of my ships handle mines efficiently.
aka minesweepeing if i give the order.
whytf do i have to manage that, i'm the emperor not the fckn fleet commander.
Yeah as I stated in my post and others have posted in theirs and well I would love to see something like this. I actually think it would make the mines even cooler to have a new ship you could build that would go and clear mine fields within the planet well you are in. I should note however that I think it should only be possible in the well of a planet you are in control of. I think the ship should be weak so that if someone sent it in to a hostile well to start disarming it would easily be destroyed.
I think it would be nice so you could set it to auto clear (like you can set a scout to auto explore) the field around your planet since that well should be safe anyway since you now own it.
Just my take on it.
I don't like the idea of adding a whole new ship for mine clearing. I'd rather see upgrades added for the existing ships like the scout, flak and (TEC) Cielo cruiser that would let you have them work together.
Scout spots the mines, and can be upgraded to increase detection range.
Flak can be made to take out mines faster, so paired with a scout it could help clear fields quicker.
Cielo is used for targetting, so giving it a new ability to let nearby fleet ships do increased damage and target mines from increased distance would be nice.
Those are good points. I didn't think about having an existing ship being able to upgrade so that it could take out mines. But are you talking about during battle when trying to clear things out so your fleet doesn't get hit so hard or are you talking about once you take the planet? I ask because I am talking about once you take possession of the planet. Having an enemy mine field left over that you really can't do anything about taking it out (without doing something tedious) is what I would like to see.
Also wanted to reiterate that I am talking about having the ship either through a new one or an upgrade, as you suggest, be able to do this automatically once the ship has been built/upgraded. Going through it mine by mine is what I think should be avoided. I think it adds a layer of tedium that hampers gameplay.
i just build a starbase as a vasari anyway, upgrade the armor real high then give it the shield upgrade too. after that I JUST PLOW THROUGH THE MINES with my starbase,. yep thats right, oh and ofcourse there are about 2 or 3 repair bays healing the starbase as it plow through the mines, got rid of 500+ mines this way in a planet i took, real fast too,. lmao. seriously im not kidding. its faster this way and i dont lose any ship. and i dont lose my starbase either, its constantly getting repaired.
If scouts had an ability to mine sweep that could be enabled to automatic just like any other ability you could just bring a group of scouts in and have them perform this function by the ai, just like enabling them to scout.
I could probably support having the construction ships automatically go around and defuse enemy mines if they weren't doing anything else. Much like they build the TEC minefields. That would probably be good enough for cleaning up captured grav wells, especially once there's a cap on the number of mines per well.
mine sweeping for the scouts a defo i think that would sort out a large chunk of the problem with mines, though stopping the AI from spamming them would be nice as well as its crashing my system grrrrr
oh AND programing ships not to just plow through them despite knowing where they are i think is the common sense thing to do, just forced a advent fleet outa my system and before i could gather up to follow them half the fleet went after the retreating fleet straight through a bloody mine field and blew the lot of them up!
Mine limits should be like fleet caps not well limits. If someone wants to put 1000 mines in one well and leave the rest of their system undefended that should be their decision.
Then we're back to not taking map size into account. That's not a step forward. The way starbases and mines are handled now scales with map size. We just need to prevent the spamming of them in a system, both for gameplay and performance reasons.
Well, 200 mines a system in 50 systems is 10,000 mines. It takes far less then that in the game to murder performance right now.
Better than 10,000 mines in a single gravity well.
I haven't seen performance suffer because there are a lot of mines in the game, but only when there are a lot of mines in a system that's currently zoomed in. Seems that if you limit the number that can be represented onscreen at once, the performance problems would be solved.
I've seen both. Have a game where its slow in any system, even one with no mines. The buttons to accelerate the game do nothing for example, because it's already going at less then 1x speed.
Now in that same game if you go into a system that has a thousand mines, it turns into a slideshow. All the ships won't even show up on screen, its so bad.
If Starbases were the beasts they are supposed to be we would'nt even need mines. But the cats kind of out of the bag, we are all used to fast building, every well has one starbases.
Put a hard limit on mines that's for sure. Don't know the number, but I'm sure research and balance tests can set that.
Also to limit people spamming them still, make it so that when a planet is taken over, all the mines in the well transfer to the new owner. Nothing worse than actually GIVING your opponent 100+ mines.
I don't think the size of the star bases negate the reason to have mines. I think the addition of mines is cool but, as others have noted, their present state just seems off.
However in regards to the size of the star bases I completely agree and was surprised when I built my first one. I was expecting something massive. Also I was surprised that I could built one so soon. I thought this was an end game, final tech, hold out kind of mechanic. It seems now, as you said, star bases will be everywhere and not the rare "oh man!" kind of thing I was thinking of. I guess I had in mind a death star type thing. I have not found them to hard to destroy either which also surprised me.
I just had a thought based on what I've observed in real life. I don't know how well it'll work with entrenchment, since I haven't bought it yet, but might still work.
Seeing as to how mines in the present restrict civilian movement and cause PR problems, we can have it so after X amount of mines, allegience, trade income (trade ships gotta safely navigate through the mines), or both, suffer in the system (maybe adjacent ones as well) with too many mines. That would allow players to have many mines, but discourage them from spamming them the way I read about them now.
Just a thought.
How do you know it's mine-related then?
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