Page 1 of 2
Mines/Ambush
Posted: Wed Mar 19, 2008 9:20 am
by Chris M
This could be bought with MTs, limited amount of times it can be used per day. Maybe once every 6hrs-24hrs.
Role: Kills enemy attackers
Lifespan: Mine has to be detonated within 1 turn
Effectiveness: Relative to attackers defence maybe? Or a fixed percentage killed.
This could be a tactic used when at war your enemy attacks you but since you anticipated the attack (placed the mine) you were able to prepare and cause them more damage.
The mine couldnt just be placed and left until someone attacks, it has to be used within a set time (e.g. 1 turn) so it would be like luring your enemy into atacking you to deal them more damage.
Making the damage relative to the attackers defence (for some unclear reason) will help reduce the 0 defence all attack strategy we have nowadays. In this scenario more defence less attackers you lose if your attack is countered by the mine.
However, the defender themselves must have a defence of some sort (to be determined) to be able to place a mine so it isnt just a tactic that the 0 stat account can abuse to cause a powered account more damage.
Also, could be themed in a race way.
Tau'ri/Tollan - the trip wire explosive thingys, forgot the name
Asgard/Ancient - descending mothership
Goa'uld/System Lord - Jaffa Ambush
Replicators/Nano - tba
I dunno, idea needs work but outline is good... right?
Re: Mines/Ambush
Posted: Wed Mar 19, 2008 10:16 am
by TacticalCommander
it looks good, but if it only lasts a turn or two, I don't think you need the hefty cost of an MT. Especially since MT's now have many other uses, making planets, AT, bank, PPT, name changes, etc.
If you want to limit it, then just have it so you can buy at most 1 a turn, and then maybe 5 per day or something.
Re: Mines/Ambush
Posted: Wed Mar 19, 2008 11:30 am
by Chris M
yea the MT idea came as i was typing, it wasnt in the pre thought plan.
Re: Mines/Ambush
Posted: Wed Mar 19, 2008 12:27 pm
by GeneralChaos
Actually a MT isn't such a bad idea, how about you buy the landmine, and when deployed it lasts say 6 hours, and for the first 10 attacks on you in that 6 hours the enemy loses 3x as many troops and repairs costs are up 25%.
Re: Mines/Ambush
Posted: Thu Mar 20, 2008 7:07 am
by Laar
would those 6 attacks be six attacks or 15 turn equivalent (I prefer the last one)
it would make a nice defense against massing.
but IMO I think there would be too much uses for the market turns, you need to buy it. though maybe there is a possibility for all those things currently on market turns to get "special turns".
Re: Mines/Ambush
Posted: Thu Mar 20, 2008 8:47 am
by Lore
Lets develope this idea, i really like giving the defense some sort of an advantage since Att always has a massive advantage in massings. I do agree with using MT to buy them and i also think that 6 or 8 hrs in a good number. If you go with 6 then only 2 can be deployed in a 24 hr time frame. Also I think you should be able to store say 10 or so mines?
How about "mining" planets. if it is taken with a mine on it then it severly damages the MS and possibly causes it to loose the planet. Then neither the att or def has it.
Lets develope this idea
Re: Mines/Ambush
Posted: Thu Mar 20, 2008 10:43 am
by Chris M
Lore wrote:Lets develope this idea, i really like giving the defense some sort of an advantage since Att always has a massive advantage in massings. I do agree with using MT to buy them and i also think that 6 or 8 hrs in a good number. If you go with 6 then only 2 can be deployed in a 24 hr time frame. Also I think you should be able to store say 10 or so mines?
How about "mining" planets. if it is taken with a mine on it then it severly damages the MS and possibly causes it to loose the planet. Then neither the att or def has it.
Lets develope this idea
i was also thinking along the lines of mining planets and being able to store mines, but i didnt want to push the idea too far too soon. glad someone else likes this idea too

Re: Mines/Ambush
Posted: Thu Mar 20, 2008 11:03 am
by GeneralChaos
I don't know about mining a planet as some planets will take hundreds of hits to take anyway, also they whole thing about the big guys now have even more protection will come into it.
How about 1 MT = 3 mines, and u can only store a max of 10, and you can only use 2 in any 1 day, but only 1 at a time that way the attacker still has a chance.
IE: deploy mine, 2 hours later your getting massed the first 10 attacks on you have the mine with them, ( regardless whether its 1 AT or 15 AT's being used ) then after 10 attacks the mine is destroyed, you can then deploy the 2nd one straight away or wait.
Re: Mines/Ambush
Posted: Thu Mar 20, 2008 11:05 am
by Chris M
true point
Re: Mines/Ambush
Posted: Fri Mar 21, 2008 2:40 am
by TacticalCommander
well, if you think about, assuming you use the home planet, thats pretty big, so pratically speaking, not very likely the enemy would hit it or that a bunch would be around, unless were talking a mine that does a naq enhance nuke explosion which would likely be just as devasting the defending army.
So first off, lets change....buying of 1 mine to the buying of a batch of 1000 mines. So it just same as discussed thus far, same losses, it just lots of little mines taking out the overall same amount of guys.
I always had the impression you deploy 1k's of mines and hope that a few actualy hit a ship or something.
What about a minesweeping ability? Maybe have it passive, X amount mines were discovered and disabled. Y amount mines detonated killing so many, and Z amount were left undisturbed.
or maybe a covert operation that does it.
Perhaps different typs of mine,
Land MInes = kill enemy attacking units
Dark mines = kill off enemy AC units
Orbital mines = Deal extra damage to attacking MS.
No mining planets, especially if you all insist on an MT cost. MT's already make Merlin protection, which can help planets, so lets not overlap with that.
Idea has some good potential, lets keep the ideas rolling.
Re: Mines/Ambush
Posted: Sat Mar 22, 2008 6:06 am
by Chris M
bump, any more suggestions on this?
we really do lack a way to hit attacking units
Re: Mines/Ambush
Posted: Sat Mar 22, 2008 6:33 am
by Laar
TacticalCommander wrote:........
What about a minesweeping ability? Maybe have it passive, X amount mines were discovered and disabled. Y amount mines detonated killing so many, and Z amount were left undisturbed.
.......
make these numbers of course dependable of the at used
and about the other idea, should there be as many kills in a 1 turn attack as in a 15 turn one?
Re: Mines/Ambush
Posted: Sat Mar 22, 2008 11:47 pm
by Twitchy
maybe pushing the mines and planet bit further have buy mines and place them around ur planets and they detonate when an enemie is sending out there fleets to steal the planet so x amount of fleets were killed due to hidden defences or some think like that
Re: Mines/Ambush
Posted: Sun Mar 23, 2008 4:22 am
by GeneralChaos
Planets should not be protected from this idea.
Re: Mines/Ambush
Posted: Sun Mar 23, 2008 5:37 am
by Chris M
i am less keen on planets being protected but more about the original idea of attackers being lost.