Federation Commander Forum Index Federation Commander
A NEW fast paced board game of starship combat!
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Mines in FC
Goto page 1, 2  Next
 
Post new topic   Reply to topic    Federation Commander Forum Index -> General Discussion
View previous topic :: View next topic  
Author Message
Mike
Fleet Captain


Joined: 07 May 2007
Posts: 1674
Location: South Carolina

PostPosted: Wed Feb 16, 2011 2:20 am    Post subject: Mines in FC Reply with quote

There has been some discussion of mines being included in Federation Commander (or more probably BoM). Perhaps a separate thread is needed as a place for players to inject ideas.
_________________
Mike

=====
Sandpaper gets the job done, but makes for a lot of friction.
Back to top
View user's profile Send private message
Mike
Fleet Captain


Joined: 07 May 2007
Posts: 1674
Location: South Carolina

PostPosted: Wed Feb 16, 2011 2:27 am    Post subject: Reply with quote

Some ideas to stir the pot.

Considering mines, they would have to be kept simple. Detection and effect could be like asteroids. There could be large mines and small mines for different amounts of damage. No mine laying during a scenario.

Only one mine per hex. Ships' sensors would be able to detect more than one so they would destroy them from a safe distance.

Effect: only the immediate hex and only on the ship that triggers the mine. Any ship passing through the hex would have the mine "impact" its facing shield just like a drone does. One problem would be how to note which hexes contain the mines since the official mapboards have multiple hexes with the same number designation (perhaps "B-2, 0710" for "board #2, hex 0710"). This would be a real pain if the map was a location map where boards would probably be moved around as the need arose.
_________________
Mike

=====
Sandpaper gets the job done, but makes for a lot of friction.
Back to top
View user's profile Send private message
Dal Downing
Commander


Joined: 06 May 2008
Posts: 660
Location: Western Wisconsin

PostPosted: Wed Feb 16, 2011 3:10 am    Post subject: Reply with quote

Last time this was brought up I think SVC said basicly it will probably be a simplified port of M1-M4 from SFB. No Captors, T Bombs, or Dummies no Hidden Deployment (I bet this will go just like Defense Satellites). Straight up mine sweeping. Of course nothing is definite until it is published =)
_________________
-Dal

"Which one of you is the Biggest, Baddest, Bootlicker of the bunch?"
"I am."
"ARCHERS!!! THAT ONE!!!!"
Back to top
View user's profile Send private message Send e-mail
JonPerry
Lieutenant SG


Joined: 12 Jul 2010
Posts: 124

PostPosted: Wed Feb 16, 2011 2:50 pm    Post subject: Reply with quote

The only thing I really miss about mines is that the Tholian Death Spiral doesn't work unless there are mines in the system.

I'll live with the Wedding Cake, but I always liked the Spiral of Death.
Back to top
View user's profile Send private message
gar1138
Lieutenant Commander


Joined: 10 Jul 2007
Posts: 345
Location: Eugene, OR

PostPosted: Wed Feb 16, 2011 4:48 pm    Post subject: Reply with quote

I think that basic explosive mines (large and small) would be all that is needed. The explosion affects everything in the hex and surrounding hexes. None of the other complex mine types, etc. Probably have them be present as part of a scenario (ie, they can't be laid during a scenario). They can't be swept either. Some sort of die roll to determine if they trigger/explode.

Basically, they would be a glorified scenario-specific rule. Just my $.02. Thanks,

Garrett
Back to top
View user's profile Send private message Send e-mail
mjwest
Commodore


Joined: 08 Oct 2006
Posts: 4091
Location: Dallas, Texas

PostPosted: Wed Feb 16, 2011 5:34 pm    Post subject: Reply with quote

You know, mines would be harder than I thought. (At least to make them useful.)

OK, let's assume that we only use large and small explosive mines*. Let's assume they use the same detection radius as SFB. Let's simplify everything by saying that a ship using base speed 0 will trigger a mine on 1-2. (Going faster is an automatic trigger.) OK, sounds simple, right?

Well, not really. You must include conditional trigger rules. (I forget the right name for that.) In other words, you have to be able to set a mine to only trigger on SC4+ (or whatever) targets. Without this ability, minefields in a fleet environment become pointless, because at that point the attackers simply use drones and/or shuttles to destroy any necessary mines. So that increases the complexity quite a bit to explain all of that.

Also, having mines means you probably want to include minesweepers. That adds in more complexity to describe and outline that whole process.

So, I have to conclude that including mines, even if they are vastly simplified over SFB mines, will be significantly longer than people are thinking. They just aren't that simple. (Well, OK. They can't be that simple and still be useful.)

[*]The other thing to consider is captor mines. They are a legitimate tool in base defense that can help immensely. Being able to use those might be necessary when you have a massive base assault. (Or even to give, say, a battle station a chance to live.) They do have to be considered. Remember when people were asking to deploy DefSats around bases? Well captor mines are what is supposed to be used instead.
_________________

Federation Commander Answer Guy
Back to top
View user's profile Send private message Visit poster's website
Steve Cole
Site Admin


Joined: 11 Oct 2006
Posts: 3807

PostPosted: Wed Feb 16, 2011 6:07 pm    Post subject: Reply with quote

We might want to set mines for

drones

drones and shuttles

shuttles

shuttles and ships

ships
_________________
The Guy Who Designed Fed Commander
Back to top
View user's profile Send private message Send e-mail
storeylf
Fleet Captain


Joined: 24 Jul 2008
Posts: 1887

PostPosted: Wed Feb 16, 2011 6:43 pm    Post subject: Reply with quote

Say BoM only please
Back to top
View user's profile Send private message
ericphillips
Commander


Joined: 16 Apr 2009
Posts: 701
Location: Los Angeles, CA, USA, Sol, Gould Belt, Orion Arm, Milky Way Galaxy, Local Group, Universe Beta

PostPosted: Wed Feb 16, 2011 6:51 pm    Post subject: Reply with quote

Again, I see mines in FC as presets for scenarios, like asteroids and preset webs. another little challenge. No mine laying. It is a complete different concept from SFB, and you need to divorce yourself more from SFB to get to the spirit of FC.

mjwest wrote:
...In other words, you have to be able to set a mine to only trigger on SC4+ (or whatever) targets... because at that point the attackers simply use drones and/or shuttles to destroy any necessary mines.


So make a rule that drones and shuttles don't trigger a mine. Simple. One sentence.

Quote:
Also, having mines means you probably want to include minesweepers. That adds in more complexity to describe and outline that whole process.


I don't think we need mine sweepers. When setting up a scenario if the mines are used to add a challenge and not be overwhelming.

Quote:
The other thing to consider is captor mines. They are a legitimate tool in base defense that can help immensely.


If base defense is balanced now as is, captors are not needed.
Back to top
View user's profile Send private message Send e-mail
mjwest
Commodore


Joined: 08 Oct 2006
Posts: 4091
Location: Dallas, Texas

PostPosted: Wed Feb 16, 2011 8:15 pm    Post subject: Reply with quote

storeylf wrote:
Say BoM only please

Yes, it is BoM only. If it is done at all.

But, no, I don't see any way mines can be added to the base game.
_________________

Federation Commander Answer Guy
Back to top
View user's profile Send private message Visit poster's website
mojo jojo
Lieutenant Commander


Joined: 23 Jun 2009
Posts: 340

PostPosted: Wed Feb 16, 2011 10:54 pm    Post subject: Reply with quote

mjwest wrote:
Well, not really. You must include conditional trigger rules. (I forget the right name for that.) In other words, you have to be able to set a mine to only trigger on SC4+ (or whatever) targets. Without this ability, minefields in a fleet environment become pointless, because at that point the attackers simply use drones and/or shuttles to destroy any necessary mines. So that increases the complexity quite a bit to explain all of that.


Just declare that mines don't get used up on an explosion on the theory that each "mine" represents dozens/hundreds of them in a 10KM area. So it becomes pointless to try and sweep them with shuttle/drones.

The theory is that the nearest mine in a hex is drawn to the warp signature of a ship/shuttle/drone/monster that enters the hex and the explosive radius is too small to cover the entire 10KM hex and thus destroy the other mines in the hex.

A large explosive mine would simply represent the fact that mines are laid out in a 7 hex cluster around the center hex. So an "explosion" away from the center hex means that it was a mine in that adjacent hex that was drawn to the warp signature.

A suggestion might be to give the defender X points of mines at the start of each scenario and let him place them wherever he wants. To simplify things, it may be better to force the defender to put at least 2 pts of mines or at most 8 pts per mined hex. So if the scenario gave the defender 96 pts of mines, he could mine 48 hexes at 2 pts each, or 16 at 6 pts, or 12 at 8 pts or 12 at 4 pts and 6 at 8 pts or any combination that adds up to 96. If he puts 4 pts in a hex, the attacker takes 4 pts of damage everytime he enters the hex with any unit. Or alternately, the number could be the number the attacker needs to roll or less on a d6 to take damage (to represent mine density). So a 4 pt minefield means that the attacker needs to roll 1-4 to take damage. Orion stealth coating or scout channels would apply as a modifier to the roll, but not evasive maneuvers.
Back to top
View user's profile Send private message
mjwest
Commodore


Joined: 08 Oct 2006
Posts: 4091
Location: Dallas, Texas

PostPosted: Wed Feb 16, 2011 11:45 pm    Post subject: Reply with quote

I'm not thinkin' that's gonna work. That would transform mines from a hurdle to be overcome to an impenetrable barrier. I really don't think that is what we want.
_________________

Federation Commander Answer Guy
Back to top
View user's profile Send private message Visit poster's website
mojo jojo
Lieutenant Commander


Joined: 23 Jun 2009
Posts: 340

PostPosted: Thu Feb 17, 2011 12:02 am    Post subject: Reply with quote

mjwest wrote:
I'm not thinkin' that's gonna work. That would transform mines from a hurdle to be overcome to an impenetrable barrier. I really don't think that is what we want.


It depends on how strong you make the mine warhead strength. If mines don't go away after 1 explosion, then you can simply lower the warhead strength and it should balance out. Perhaps to 1/2 of the SFB mine warhead strength.
Back to top
View user's profile Send private message
Steve Cole
Site Admin


Joined: 11 Oct 2006
Posts: 3807

PostPosted: Thu Feb 17, 2011 4:33 pm    Post subject: Reply with quote

IF (and it's a huge if) we ever do mines in BoM, I do NOT intend to invent something totally different from SFB that shares only the same name.

It will be a matter of taking the SFB mine rules and removing parts of them until we get a set we think fits the spirit of FC.
_________________
The Guy Who Designed Fed Commander
Back to top
View user's profile Send private message Send e-mail
Nerroth
Fleet Captain


Joined: 08 Oct 2006
Posts: 1722
Location: Ontario, Canada

PostPosted: Thu Feb 17, 2011 4:40 pm    Post subject: Reply with quote

For my part, I have no interest in seeing any sort of mine warfare emerge in FC, BoM or otherwise; however, if it were to be considered, I suppose there might be scope for Andromedan PA mines, too.

(If FC ever takes a look over at M33, the Imperium have a medium mine rack system, but that's an optional refit which they could well do without.)
_________________
FC Omega Discussion (v3)
FC LMC Discussion
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Federation Commander Forum Index -> General Discussion All times are GMT
Goto page 1, 2  Next
Page 1 of 2

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group