Difference between revisions of "Guts of minefields and sweeping"

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See help file and manual.  Also:
 
See help file and manual.  Also:
 +
 +
==Overview==
  
 
*Subject: Re: Minefield damage - shields count ?
 
*Subject: Re: Minefield damage - shields count ?
Line 7: Line 9:
 
*Newsgroups: rec.games.computer.stars
 
*Newsgroups: rec.games.computer.stars
  
On Mon, 07 Sep 1998 14:40:22 GMT, c.cartin@kainos.com
+
On Mon, 07 Sep 1998 14:40:22 GMT, {email removed by editor}
 
(chris) wrote:
 
(chris) wrote:
  
Line 34: Line 36:
 
damage to the armor
 
damage to the armor
  
Some minesweeper designs:
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==Scanning and Detection==
  
"light sweeper"
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A mine field is 75% cloaked
scout or frigate hull with 1 gatling gun
+
if you haven't seen it before. Minefields are always cloaked 75% from non-penetrating scanners.
Advantages: Very cheap, can afford to lose 19 rushing into a minefield
 
            at warp 9 so the 20th can get through and sweep it.
 
            Put a scanner on it and it doubles as a security role,
 
            spotting incoming cloaked ships and preventing mines being
 
            laid (waypoint 0 sweeping)
 
Disadvantages: Easily killed
 
            Useless against SD detonating minefields
 
  
"sweeper"
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You can see both the center and radius of another player's minefield under these circumstances:
destroyer hull with organic armor, a shield and 2 gatlings or heavy
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blasters.
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¨ The center of the minefield is in range of your penetrating scanner, OR
Mechanical slot usually takes a jet or overthruster for an intercept
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role, otherwise empty
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¨ You have hit the minefield at least once, OR
Electrical slot usually empty, but can take a cloak (SS), an
+
 
antimatter generator(IT).
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¨ The center is in range of your normal scanners, OR
If you are lucky enough to get it, use the MT armor with inbuilt
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shielding - that way you can put 2 cloaks on the design (great for SS
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¨ You are currently IN the mine field.
 +
 
 +
==Some minesweeper designs==
 +
 
 +
==="light sweeper"===
 +
Scout or frigate hull with 1 gatling gun
 +
Advantages:-
 +
* Very cheap, can afford to lose 19 rushing into a minefield warp 9 so the 20th can get through and sweep it.
 +
* Put a scanner on it and it doubles as a security role, spotting incoming cloaked ships and preventing mines being laid (waypoint 0 sweeping)
 +
Disadvantages:-
 +
* Easily killed
 +
* Useless against SD detonating minefields
 +
 
 +
==="sweeper"===
 +
Destroyer hull with organic armor, a shield and 2 gatlings or heavy blasters.
 +
Mechanical slot usually takes a jet or overthruster for an intercept role, otherwise empty
 +
Electrical slot usually empty, but can take a cloak (SS), an antimatter generator(IT).
 +
If you are lucky enough to get it, use the MT armor with inbuilt shielding - that way you can put 2 cloaks on the design (great for SS
 
with 2 ultras)
 
with 2 ultras)
Advantages: Survivable against mine hits/detonations - may need to
+
Advantages:-
stack
+
* Survivable against mine hits/detonations - may need to stack
Disadvantages: cost, not very effective as an interceptor/general
+
Disadvantages:-
skirmisher
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* cost, not very effective as an interceptor/general skirmisher
  
"heavy sweeper"
+
==="heavy sweeper"===
cruiser hull with 4 heavy blasters (or megadisrupters at high tech),
+
Cruiser hull with 4 heavy blasters (or megadisrupters at high tech), some combination of armour, shields and jammers depending on tech
some combination of armour, shields and jammers depending on tech
 
 
levels.  Often an overthruster.
 
levels.  Often an overthruster.
Advantages: A better general purpose skirmisher than the destroyer
+
Advantages:-
            Missile resistant (if jammers used - hard to put more than
+
* A better general purpose skirmisher than the destroyer
 
+
* Missile resistant (if jammers used - hard to put more than 1 on a destroyer)
            1 on a destroyer)
+
Disadvantages:-
Disadvantages: Cruisers take 2x mine damage than destroyers, so need
+
* Cruisers take 2x mine damage than destroyers, so need at least 2x the armour/ shield to make up
              at least 2x the armour/ shield to make up
+
* Expensive
              Expensive
 
  
"skirmisher"
+
==="skirmisher"===
 
Rogue (SS), Galleon or Nubian (others)
 
Rogue (SS), Galleon or Nubian (others)
Essentially a ship you cloak as high as you can, but give it both
+
Essentially a ship you cloak as high as you can, but give it both minesweeping and minelaying ability.
minesweeping and minelaying ability.
+
Example:-
Example:
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* Partisan class Nubian [100kT]
Partisan class Nubian [100kT]
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* 3 transgalactic mizer scoop [33kt]
3 transgalactic mizer scoop [33kt]
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* 12 Super-Stealth cloaks (4 stacks) [36kT]
12 Super-Stealth cloaks (4 stacks) [36kT]
+
* 3 Big mutha Cannons (1 stack) [9kT]
3 Big mutha Cannons (1 stack) [9kT]
+
* Jump Gate (1 stack) [10kT?]
Jump Gate (1 stack) [10kT?]
+
* 6 Heavy-200 dispensers (2 stacks) [120kT]
6 Heavy-200 dispensers (2 stacks) [120kT]
+
* 2 overthrusters (1 stack) [10kT]
2 overthrusters (1 stack) [10kT]
+
* 6 complete phase shields (2 stacks) [6kT]
6 complete phase shields (2 stacks) [6kT]
+
* 3 Jammer-30 (1 stack) [3kT]
3 Jammer-30 (1 stack) [3kT]
+
Advantages:-
Advantages:Versatile - could save a design slot
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* Versatile - could save a design slot
          Stealthy - operate behind enemy lines
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* Stealthy - operate behind enemy lines
Disadvantages: very expensive
+
Disadvantages:-
 +
* Very expensive
 
    
 
    
 
----
 
----
This is a [[Stars! FAQ|Frequently Asked Question]]
+
{{FAQ}}{{guts}}

Latest revision as of 15:25, 23 May 2013

See help file and manual. Also:

Overview

  • Subject: Re: Minefield damage - shields count ?
  • Date: Mon, 07 Sep 1998 16:15:50 GMT
  • From: {email removed by editor} (Shane Kearns)
  • Organization: UUNET UK server (post doesn't reflect views of UUNET UK)
  • Newsgroups: rec.games.computer.stars

On Mon, 07 Sep 1998 14:40:22 GMT, {email removed by editor} (chris) wrote:

>Hi, do shields matter when you hit explosive mines ?
>
>And am I correct in saying that if you had say 2 ships in a fleet (no
>ramscoops) that hit a mine they would each take 250 points of damage
>and if there was 1 ship it would take 500 damage because of the
>min fleet damage of 500 ?

Yes, but all the damage multiplies up by number of engines - so if you are talking about destroyers you are right, but 1 cruiser takes 1000 damage from hitting a standard mine.

Damage taken is the greater of 5 or the number of ships, multiplied by the mine damage, multiplied by number of engines per ship.

When shields are present, half of the damage will go to the shields and half to armor (as for a torpedo hit), but any overflow on the shields will go to armor.

Example: destroyers with a bear neutrino barrier in the GP slot 5 destroyers take 500 damage = 100 damage each = 50 to armor, 50 to shields (absorbed) 1 destroyer takes 500 damage = 250 to armor, 250 to shields, but as it only has 100 shields the extra 150 rolls over for a total of 400 damage to the armor

Scanning and Detection

A mine field is 75% cloaked if you haven't seen it before. Minefields are always cloaked 75% from non-penetrating scanners.

You can see both the center and radius of another player's minefield under these circumstances:

¨ The center of the minefield is in range of your penetrating scanner, OR

¨ You have hit the minefield at least once, OR

¨ The center is in range of your normal scanners, OR

¨ You are currently IN the mine field.

Some minesweeper designs

"light sweeper"

Scout or frigate hull with 1 gatling gun Advantages:-

  • Very cheap, can afford to lose 19 rushing into a minefield warp 9 so the 20th can get through and sweep it.
  • Put a scanner on it and it doubles as a security role, spotting incoming cloaked ships and preventing mines being laid (waypoint 0 sweeping)

Disadvantages:-

  • Easily killed
  • Useless against SD detonating minefields

"sweeper"

Destroyer hull with organic armor, a shield and 2 gatlings or heavy blasters. Mechanical slot usually takes a jet or overthruster for an intercept role, otherwise empty Electrical slot usually empty, but can take a cloak (SS), an antimatter generator(IT). If you are lucky enough to get it, use the MT armor with inbuilt shielding - that way you can put 2 cloaks on the design (great for SS with 2 ultras) Advantages:-

  • Survivable against mine hits/detonations - may need to stack

Disadvantages:-

  • cost, not very effective as an interceptor/general skirmisher

"heavy sweeper"

Cruiser hull with 4 heavy blasters (or megadisrupters at high tech), some combination of armour, shields and jammers depending on tech levels. Often an overthruster. Advantages:-

  • A better general purpose skirmisher than the destroyer
  • Missile resistant (if jammers used - hard to put more than 1 on a destroyer)

Disadvantages:-

  • Cruisers take 2x mine damage than destroyers, so need at least 2x the armour/ shield to make up
  • Expensive

"skirmisher"

Rogue (SS), Galleon or Nubian (others) Essentially a ship you cloak as high as you can, but give it both minesweeping and minelaying ability. Example:-

  • Partisan class Nubian [100kT]
  • 3 transgalactic mizer scoop [33kt]
  • 12 Super-Stealth cloaks (4 stacks) [36kT]
  • 3 Big mutha Cannons (1 stack) [9kT]
  • Jump Gate (1 stack) [10kT?]
  • 6 Heavy-200 dispensers (2 stacks) [120kT]
  • 2 overthrusters (1 stack) [10kT]
  • 6 complete phase shields (2 stacks) [6kT]
  • 3 Jammer-30 (1 stack) [3kT]

Advantages:-

  • Versatile - could save a design slot
  • Stealthy - operate behind enemy lines

Disadvantages:-

  • Very expensive


This is a Frequently Asked Question