I was inspired to come up with this idea after reading through the latest doomstack thread, and saw one of the suggestions being using ultra lethal minefields attached to fortresses to deter large fleet concentrations.
My idea is not intended however to end or fix doomstacks, rather it is to bring minefields in line with their equivalent Sci-fi counterparts (think the Astroid Belt in Empire Strikes Back, or the minefield the Federation put up around Deep Space Nine) and at least try to make defensive strategems viable.
Without further ado:
Practical details
Reasoning: stations are hideously expensive and unworkable, and it is too easy to guess where minefields might lurk if they remain attached. The biggest problem however is that the mandatory gaps between stations prevent contiguous minefields and true area denial.
Reasoning: Currently minefields arn't feared and are just a minor nuisance. In order to make it worth building them, they should present a real and credible threat to fleets so as to encourage minesweeping or concerted efforts to evade them by all but the most OP fleets.
Reasoning: the mainpoint here is to allow players to design their minefields to their strategic preferences, and be allowed to cover as much territory as they can afford to. Stealth for the obvious reason that if the enemy can see them, they will go around.
Reasoning: This and cost will ultimately be what limits minefield spam. Sure, block off your capital system if you wish, but nothing will get in or out. This also will have the neat effect of forcing the player to establish cooridors to allow their ships passage. An observant enemy player can see this and guide his ships through the gaps, thus negating all the expenditures. On the other hand, this also allows for "No man's land" systems to emerge, which would be especially interesting for Hyperlane games.
Reasoning: It would be an utterly broken system if minefields just sat there in perpetuity and couldn't be disposed of. This gives an attack ample ability to break through, but this will take awhile and be very visible to the defenders, allowing reserves and such to be constructed or mobilized.
Overall Goals
It is hoped that minefields will ultimately enable defensive strategies to work, by giving the defender the ability to trade resources and space for time allowing fleets to be repaired, refitted, and rebuilt to face the oncoming enemy. This also has the effect of creating more militarized border systems (to help stall major invasions), and hopefully creating something akin to a front line: as the attacker can only safely advance as far as they've cleared up the mines. Any other actions would be risky but doable, except for mass invasions of capital systems on day 1 of a war, which is stupid anyway. Large enough power disparities will still allow the attacker to just simply overwhelm the minefields or run the gauntlet, however evenly matched total wars will drag on for awhile.
There are drawbacks to this system: a fine balance will have to be struck on how much minefields should cost, to prevent massive spam (every system a fortified system) but still allowing strategic placements to be viable (if it was only economic to build a couple minefields in an important system, they would be far too easy to evade.) Another major problem will be AI pathfinding: how to prevent ships from just running into them willy nilly and blowing themselves apart will be a challenge both for your own fleets (unless you obsessively micromanage flight paths) and the AI, who in all likelyhood would probably need to be given massive damage resistance in minefields to prevent the player from laughably abusing it.
Thoughts?
My idea is not intended however to end or fix doomstacks, rather it is to bring minefields in line with their equivalent Sci-fi counterparts (think the Astroid Belt in Empire Strikes Back, or the minefield the Federation put up around Deep Space Nine) and at least try to make defensive strategems viable.
Without further ado:
Practical details
1. Detach minefields from stations all together, and establish them as independent entities in their own right.
Reasoning: stations are hideously expensive and unworkable, and it is too easy to guess where minefields might lurk if they remain attached. The biggest problem however is that the mandatory gaps between stations prevent contiguous minefields and true area denial.
2. Make minefields deadlier. MUCH DEADLIER. I am not proposing one-shoting BBs here, however entering a minefield should incur significant damages to all ships (damage reduced by evasion). Capital ships without escorts (see #5) should avoid them like the plague. Ideally, more ships more damage.
Reasoning: Currently minefields arn't feared and are just a minor nuisance. In order to make it worth building them, they should present a real and credible threat to fleets so as to encourage minesweeping or concerted efforts to evade them by all but the most OP fleets.
3. These minefields should: A. Be stealthed until discovered (like now), B. Be configurable to allow mines to be placed in spheres or bands, C. Should be allowed adjacency.
Reasoning: the mainpoint here is to allow players to design their minefields to their strategic preferences, and be allowed to cover as much territory as they can afford to. Stealth for the obvious reason that if the enemy can see them, they will go around.
4. Mines shall damage ALL ships that pass through them, friendly, neutral, enemy, or monster. No exceptions. Hopefully pathfinding can be improved so that the AI doesn't run into clearly visible and avoidable minefields just because a transport drew them into battle.
Reasoning: This and cost will ultimately be what limits minefield spam. Sure, block off your capital system if you wish, but nothing will get in or out. This also will have the neat effect of forcing the player to establish cooridors to allow their ships passage. An observant enemy player can see this and guide his ships through the gaps, thus negating all the expenditures. On the other hand, this also allows for "No man's land" systems to emerge, which would be especially interesting for Hyperlane games.
5. Destroyers and maybe corvettes can equip weapons and modules to detect and clear out minefields. These should be short range implements, and rather slow too. Alternatively PD weapons can be subbed in for this purpose.
Reasoning: It would be an utterly broken system if minefields just sat there in perpetuity and couldn't be disposed of. This gives an attack ample ability to break through, but this will take awhile and be very visible to the defenders, allowing reserves and such to be constructed or mobilized.
Overall Goals
It is hoped that minefields will ultimately enable defensive strategies to work, by giving the defender the ability to trade resources and space for time allowing fleets to be repaired, refitted, and rebuilt to face the oncoming enemy. This also has the effect of creating more militarized border systems (to help stall major invasions), and hopefully creating something akin to a front line: as the attacker can only safely advance as far as they've cleared up the mines. Any other actions would be risky but doable, except for mass invasions of capital systems on day 1 of a war, which is stupid anyway. Large enough power disparities will still allow the attacker to just simply overwhelm the minefields or run the gauntlet, however evenly matched total wars will drag on for awhile.
There are drawbacks to this system: a fine balance will have to be struck on how much minefields should cost, to prevent massive spam (every system a fortified system) but still allowing strategic placements to be viable (if it was only economic to build a couple minefields in an important system, they would be far too easy to evade.) Another major problem will be AI pathfinding: how to prevent ships from just running into them willy nilly and blowing themselves apart will be a challenge both for your own fleets (unless you obsessively micromanage flight paths) and the AI, who in all likelyhood would probably need to be given massive damage resistance in minefields to prevent the player from laughably abusing it.
Thoughts?
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