Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Proposal of change to mines

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command: World War I >> Proposal of change to mines Page: [1]
Login
Message << Older Topic   Newer Topic >>
Proposal of change to mines - 5/21/2020 9:11:04 AM   
hottegetthoff

 

Posts: 16
Joined: 5/7/2020
Status: offline
Right now, mines after being spotted become useless and become a problem for their owner, as without either suiciding your ship at them/getting new naval warfare level, you cant place new ones. I think about this solution:
After being spotted, mines still can damage any enemy naval unit if its in an adjacent hex, but this time with 33% chance, not 100% as with unspotted. This would require to go around them even more, or use your unit to take damage so that the assault can continue, for example in adriatic.

To balance this, mines should disappear after 2/3 turns at the end of the turn of player who placed them. This would give a window of opportunity for enemy to exploit, and incentive to go regularly out in the sea, and would provide interesting engagements.

What do you think?
Post #: 1
RE: Proposal of change to mines - 5/21/2020 11:42:00 AM   
FOARP

 

Posts: 533
Joined: 12/24/2012
Status: offline

quote:

ORIGINAL: hottegetthoff

Right now, mines after being spotted become useless and become a problem for their owner, as without either suiciding your ship at them/getting new naval warfare level, you cant place new ones. I think about this solution:
After being spotted, mines still can damage any enemy naval unit if its in an adjacent hex, but this time with 33% chance, not 100% as with unspotted. This would require to go around them even more, or use your unit to take damage so that the assault can continue, for example in adriatic.

To balance this, mines should disappear after 2/3 turns at the end of the turn of player who placed them. This would give a window of opportunity for enemy to exploit, and incentive to go regularly out in the sea, and would provide interesting engagements.

What do you think?


Down-side to this is that it would require continuous placement of mines, and also risk making them OP.

I haven't checked but it is it really not possible to simply disband the mines?

(in reply to hottegetthoff)
Post #: 2
RE: Proposal of change to mines - 5/21/2020 1:16:44 PM   
hottegetthoff

 

Posts: 16
Joined: 5/7/2020
Status: offline
I know that it risks making them OP, the downside of having to continuously place them is supposed to counterbalance this. I dont know if you can disband mines.

(in reply to FOARP)
Post #: 3
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command: World War I >> Proposal of change to mines Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.132