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Naval and Land Mines

Calagan

Chieftain
Joined
Sep 22, 2007
Messages
2
Location
UK
With BtS in mind perhaps it would make it useful to make mines work like the trade route blocking system?

So naval mines can move like in the last TR but it's like a submarine so only destroyers can see them (not other subs as they weren't used for spotting mines i think, but they may have been) when it's in the right spot you click the button that is labeled something like "mine area" (or something better then that) and a shaded box appears around the actual unit like the trade route blocking mission does for ships.

If any unit sails through these waters then there is a chance that they may be damage/sunk. Obviously the latter would be a smaller chance and the former would be a bit of a bigger chance. Also they could block trade routes too (or block some trade routes) through them as merchants wont want to sail through the mines.

The same could be applied to land mines, simply it's if a unit walks/drives/rides over the mines tough workers clear the mines HOWEVER since landmines are far more dangerous then naval mines (can't see landmines as well) the workers could only see them when they were inside the radius of the mines.

Of course as well it adds another option to the UN, a ban on land and naval mines.

Feel free to use none part or all of this post and/or point and laugh at me :P
 
I just wanted to resurrect this idea because I also thought about it today. I think the issue was getting the AI to understand how to use land/naval mines against a human opponent in Warlords.

I wonder if any of our genius resident modders have figured out a solution with the release of BTS?
 
I wrote about this in another site.

Take a look!

23-06-2007
Naval mines

I'm quite dissapointed whit the result af a Verry good idea, the Naval mines.
Therfore I've worked out how to make them more realistic.
I hope you don't think this make the game more deffencive. I only wan't to give the game more realism.

The basic idea is that the mines is a type of "special troops" like special persons and spies, but whitout any possibillity to move.
Another way is that naval mines is a type of terrain. This is propably the better one of these two ideas. This is something for the programmer to think about.



There would be two types of minings, easy mining and hard mining.

The easy mining is mining the main waterways and the most propable attackroutes,
while the hard mining is mining every navigable part of the sea.




The easy mining
- Have a small(er) chance of sinking a ship.
- Can be passed by own vessels and ships (because they knows were the mines are)
- There's a small chance that the mines won't detonate. Then the enemy doesn't see them either, and they'll pass unharmed.

The heavy mining
- a easy mining can be upgraded to a heavy mining
- Big chanse of sinking ships, and makes more dammage.
- Can't be passed by own ships.
- Can't be removed, it turns to a easy mining instead, whitch can be removed regulary.

Both types of minings
- Small boats and subbs are more vulnerable and are being more dammaged than bigger ships.
- Can only be seen by minesweepers (if not detonated)
- Causes collateral dammage.
- Can only be removed by mineweepers, and when detonated by ships who runs into them. In those cases, a heavy mining is turned into a easy mining, and ligth minings dissapear.
- Can only be seen by own (and allied) minesweepers, and by ships who have located them (if dammaged).
- Can only be planted by minesweepers and submarines.
- Can't move themselves
- Can only see enemies in their own square (visibillity range 1 or 0)
OR
- Only see enemies who have detonated them, or who are going to remove them.
- a naval mines supply cost is verry low, 0,00 or 0,05 (heavy 0,10) would be a good idea.
- Mines are deffensive and can't attack.
- Mines are -50% effective against sailing ships?


Loading, planting and removing naval mines

- Mines can be loaded in any own and allied town near the sea.
- It takes one turn to load mines on a ship in a harbour.
- Mines are placed from a square next to it
- a minesweeper can carry 8 mines and a submarine can carry 4
- 1 mine = easy mining
- 2 mines (easy + 1) = heavy mining
- Subs loaded whit mines have -50% or -25% combatstrength. What do you like more, 50 or 25? This would be maid using a type of promotion whitch's activated when the mines are loaded.
- placing naval mines takes 3 for easy and 5 (3+5=8) for heavy mines
or is 2 for easy and 3 (2+3=5) for heavy mines a better idea?
- if a submarine tries to plant a mine where a enemy haves one, it will be dammaged as if it would run into it.
- minesweepers see mines 2 sqares away, and thats it's total visibillity range. Ennemies who have not seen them (if not detonated or something like that), of corse not see them at all.
- A minesweeper can remove maval mines, both own and others. It takes 2 turns for easy and 3 (2+3=5) for heavy minings.


Minesweepers
- Minesweepers strength would be 14
- Its attackstrenth against transports is +50%
- It's deffenceskill is +50%
- It's moving range would be 5, equal to transporters.
- It would cost 150 hammers to build.
- A minesweeper would have a 50% or 25% or chance to see an unseen enemy mine when running into it whitout detonating.
- Minesweepers have 50% or 25% less chance that a mine detonate when running into it.


If mines is a kind of unit, then it would be created in any city. It would be transported by a worker. But only subs and minesweepers are able to plant them. A worker can carry 4 mines each. 4 mines would cost 300 hammers. Another way is that mines can move themself on land, but have no deffenceive skills on land. Then it would move as fast as a worker.

If mines are a type of terrain, it would be free, but the loading would take or 3 turns
 
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