Ambrosia Garden Archive
    • Quote

      Originally posted by Datax:
      **Yeah... but the weapons would still push the mine off course, and it wouldn't stop. And if you set the mass high enough that it's not an issue, it would take forever to blow up. Mines shouldn't flame for half an hour before exploding.:)

      -Datax**

      I am not entirely positive, but I am fairly sure that the death delay is not dependent upon the mass. As I recall, there is a separate field for it.

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      "Victory goes to the player who makes the next-to-last mistake. " -Grand Master Savielly Grigorievitch Tartakower

    • Quote

      Originally posted by Datax:
      **Um? Why must a weapon be Guidance type 5 to be a "true" mine? Isn't a true mine something that blows up when another ship bumps it?

      **

      Guidance Type 5 is the flag for freefall weapons like mines/space bombs.

      But you're right, you can call any weapon a mine and it's a mine.

      Although I must point out that under your definition torpedos, missiles and rockets are also mines.

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      Jon Potter
      Thank you for your cooperation. Good night.

    • If your notion of mines bears any relation to current day land mines or ocean mines, then you should make the mines invisible (or at least very dark and hard to notice, like the NPPK fighters in the Clavius and Beyond plug), and give them a large proximity radius.

      One of the US's antipersonnel land mines (I forget the type) fires a large grenade-like bomb into the air and kills anyone within 50 feet. You could simulate shrapnel with a ship--Datex and Starkiller's ship that kills itself with a powerful weapon--that, in addition to the big explosion, fires a volley of 20 fast missiles at the player. The ESG weapon from Galactic Scourge would be even better for simulating the shrapnel.

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    • Quote

      Originally posted by Starkiller:
      **I am not entirely positive, but I am fairly sure that the death delay is not dependent upon the mass. As I recall, there is a separate field for it.

      **

      Ah, good call... that was silly of me. Mass determines the damage the blast from the ship's explosion causes, not the delay. That's it, then... theoretically, one could build a flawless mine for use as auxiliary ships in missions.

      Quote

      Originally posted by Jon Potter:
      **Although I must point out that under your definition torpedos, missiles and rockets are also mines.

      **

      Hmm... given that missles and torpedos actively seek out their targets with their own motive force and ram them before doing the big fireball, I'd have to say that the missles and torpedos are doing the "bumping," not the ship. And besides, I wasn't playing semantics, but if you want, I'll refine my definition: A mine is a weapon that lies stationary until a target is deemed, either by the ship or by an enabled observer, to be within range, at which point it is either automatically or manually triggered to issue a large, usually incendiary blast, generally with the pupose of injuring, disabling, or destroying the target.

      You can wing a freefall bomb at an opponent through clever orientation and efficient afterburner usage; a mine is generally not something that is projected at the target. I would claim that a Guidance Type 5 is less of a mine than a type -1 "workaround."

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    • I think the best way to make a "true" mine would be to make an unguided weapon that has no speed, and that has a long life count. Some of you may say that that isn't a "real" mine, but aren't REAL mines things that are planted stationarily, and don't move until they explode?

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      Long Live Apple! Long Live the Mac!
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    • Quote

      Originally posted by Macintosh Man:
      I think the best way to make a "true" mine would be to make an unguided weapon that has no speed, and that has a long life count. Some of you may say that that isn't a "real" mine, but aren't REAL mines things that are planted stationarily, and don't move until they explode?

      Check out the proximity mines in the Talon plugin (link below).

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      David Arthur
      Talon Plugin for Classic EV: (url="http://"http://members.aol.com/darthur1/talon-ev/")http://members.aol.c...thur1/talon-ev/(/url)