Posted by: 83athom
« on: February 06, 2015, 08:58:39 AM »You can just mine the JP if they already "found" it but haven't explored it. But that is a big IF.
The other thing to consider is that the survey points are a game artifact. Realistically they could be oriented anywhere, as in you could survey any arbitraily laid out pattern that covers the volume you are searching (so they could be rotated in a plane by essentially any angle). So mining them is effectively just exploiting the game mechanic. It's a solo game so doing it or not is up to the player but it hardly makes any sense to do so.
In hindsight, with testing its not the bestest plan ever.Exactly what my view on the topic was. Mines are good, but not to mine the survey points.
Mainly because to be truly effective you have to mine most of the survey points. More effective to just mine the jump points, heavily.
Damage follows squares (4,9,16,25), not primes, but otherwise good advice.Yah, sorry, I knew that but I said primes. I even had 4 as the number then edited it to 3 (because 3 was the first prime and 4 wasn't one)
Note; When you make your own mines, specially design the missiles. Using an already designed, general use missiles don't work as well as special "mine missiles". Try to get the range around 25k-100k km (the number in the separation range is thousands of kilometers so put 25-100), with a prime number damage (starting at 3), and fill the rest with engines ("speed is key" ).Damage follows squares (4,9,16,25), not primes, but otherwise good advice.
Could you post the design for one of your mines? And could you let us know if they ever get a kill?In my old game, I did do mines and they got a few kills (about 2 destroyer equivalents and a few freighter/transports) (deleted the save though because I "won" and was bored thereafter). What you wan't for your mines is around 5-10 size 2 missiles (in the second stage) or 10-20 size 1, passive sensors (both), and ecm. What you want for your specially designed missiles is speed over range (max power small engines), and the majority of the missile is warhead. Here is a quick one I threw together from my AMMs.
Missile Size: 19.933 MSP (0.99665 HS) Warhead: 0 Armour: 0 Manoeuvre Rating: 10
Speed: 0 km/s Engine Endurance: 0 minutes Range: 0.0m km
Thermal Sensor Strength: 0.7 Detect Sig Strength 1000: 700 000 km
EM Sensor Strength: 0.7 Detect Sig Strength 1000: 700 000 km
Cost Per Missile: 16.9957
Second Stage: 1/AM-PD-1 Missile x17
Second Stage Separation Range: 100 000 km
Overall Endurance: 2 hours Overall Range: 126.0m km
Chance to Hit: 1k km/s 0% 3k km/s 0% 5k km/s 0% 10k km/s 0%
Materials Required: 4.25x Tritanium 0.8397x Boronide 1.4x Uridium 10.506x Gallicite Fuel x4250
Development Cost for Project: 1700RP
Don't mind the 0% hit chance, that is for the mine itself. Missile Size: 1 MSP (0.05 HS) Warhead: 1 Armour: 0 Manoeuvre Rating: 28
Speed: 20000 km/s Engine Endurance: 105 minutes Range: 126.0m km
Cost Per Missile: 0.868
Chance to Hit: 1k km/s 560% 3k km/s 168% 5k km/s 112% 10k km/s 56%
Materials Required: 0.25x Tritanium 0.618x Gallicite Fuel x250
Development Cost for Project: 87RP
Note; When you make your own mines, specially design the missiles. Using an already designed, general use missiles don't work as well as special "mine missiles". Try to get the range around 25k-100k km (the number in the separation range is thousands of kilometers so put 25-100), with a prime number damage (starting at 3), and fill the rest with engines ("speed is key" ).