Makes Minefields Great Again

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

ramius3443

Byzantium First, Encyclical Second
99 Badges
Dec 20, 2012
1.081
3.947
  • Cities: Skylines
  • Crusader Kings II
  • Victoria 2: A House Divided
  • Hearts of Iron III
  • Cities: Skylines - Parklife
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Tyranny - Bastards Wound
  • Imperator: Rome - Magna Graecia
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Natural Disasters
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Prison Architect
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings II: Conclave
  • Europa Universalis IV
  • Victoria 2
  • War of the Roses
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Battle for Bosporus
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings III
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
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

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?
 
Last edited:
  • 10
  • 2
Reactions:

Chilled Legumes

Second Lieutenant
84 Badges
Jan 16, 2016
185
169
  • Arsenal of Democracy
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Warlock: Master of the Arcane
  • Victoria 2: A House Divided
  • Teleglitch: Die More Edition
  • Sword of the Stars
  • Ship Simulator Extremes
  • Semper Fi
  • Rome Gold
  • Victoria: Revolutions
  • Majesty 2
  • Magicka
  • The Kings Crusade
  • Leviathan: Warships
  • Impire
  • Crusader Kings II
  • Stellaris: Apocalypse
  • Stellaris: Synthetic Dawn
  • Steel Division: Normand 44 - Second Wave
  • Ancient Space
  • Europa Universalis III
  • Lead and Gold
  • For The Glory
  • Hearts of Iron III
  • Heir to the Throne
  • Steel Division: Normandy 44
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • BATTLETECH
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris: Necroids
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Crusader Kings II: Jade Dragon
  • Victoria 2
  • Supreme Ruler 2020
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
I like the idea of minefields, but i think you're underestimating how badly the AI would react to it. The pathfinding system wouldn't be too difficult, but i'd bet anything the end result would either look like the AI is incompetent (running their fleets into minefields all the time), or omniscient (rarely doing it, sweeping all mines super effectively, etc), either making minefields OP, or useless. AI tends to be kind of black and white in these types of situations.

With that said, I feel like space-based games like stellaris and homeworld have always suffered from the lack of terrain. Anything that would encourage the creation of front-lines, or something similar, to spice up the wars is good in my books, and at least worth looking into.
 
  • 5
  • 1
Reactions:

Secret Master

Covert Mastermind
Moderator
95 Badges
Jul 9, 2001
36.655
20.094
www.youtube.com
  • 200k Club
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • March of the Eagles
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Limited Collectors Edition
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III: Chronicles
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Deus Vult
  • Europa Universalis III
  • A Game of Dwarves
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • The Kings Crusade
2. Make minefields deadlier. MUCH DEADLIER.

I'm not even sure minefields are causing damage at all.

I posted a thread a while back, because I was wondering where in the Hell the damage was listed in combat results. It's not listed anywhere as far as I can tell.

If we had more data on them, we could make a determination on what they are actually doing right now.
 
  • 1
Reactions:

Wyrm

General
35 Badges
Dec 7, 2003
1.801
1.484
  • Stellaris: Distant Stars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Hearts of Iron IV: Colonel
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron III
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Expansion Pass
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
Besides minefields not causing much damage, they vanish into thin air (space?) if the station they're surrounding is destroyed.
 
  • 1
Reactions:

Jorlem

Field Marshal
118 Badges
May 9, 2012
4.564
4.060
  • Victoria 3 Sign Up
  • Crusader Kings III: Royal Edition
  • Imperator: Rome Deluxe Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Victoria 2
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • The Showdown Effect
  • War of the Roses
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Humble Paradox Bundle
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Tyranny - Bastards Wound
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.
How would this deal with non-hyperlane empires? Wormhole and warp can just skip right past your border systems to your core worlds.
 
  • 1
  • 1
Reactions:

aea

Captain
21 Badges
Aug 1, 2012
387
576
  • Stellaris
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Mass Transit
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Cities: Skylines - Snowfall
  • Pillars of Eternity
  • Cities: Skylines
  • Crusader Kings II
  • Imperator: Rome
Do minefields as they're set up now even make sense? Space is absolutely massive. The chance of running into a mine should be almost zero unless they are active mines which have guidance and targeting, and those should be easy enough to identify from enormous distances and destroy or evade. Unless of course they happen to be placed on a subspace snare.

The one possibility I can envision is mines being used to supplement a fleet (or station) by trying to overwhelm the attacker's point defense with swarms of cheap mines coming from every direction. They should be absolutely useless unless paired with a defensive fleet, serving as force multiplier, but not an area denial tool.

So when I think of "space mine" I'm actually thinking more of a dormant missile floating in space that becomes activated when it has a target.

Another possibility is to have "stealth" mines set up around a planet which would serve as a major hindrance to landing armies, possibility requiring dedicated mine-sweeping in space on top of destroying planetary fortifications. Better yet, they could remain hidden even when a planet is taken (but not ceded in peace negotiations), denying the attacker the ability to build any space-based infrastructure.
 
  • 1
  • 1
Reactions:

Wyrm

General
35 Badges
Dec 7, 2003
1.801
1.484
  • Stellaris: Distant Stars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Hearts of Iron IV: Colonel
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron III
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Expansion Pass
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
I think about the mines that exist in the X-wing games that are basically a small laser-cannon floating in space, targeting anything that gets in range.
 
  • 2
  • 1
Reactions:

GloatingSwine

Field Marshal
42 Badges
Aug 6, 2010
4.527
3.197
  • 500k Club
  • Crusader Kings III: Royal Edition
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Humanoids Species Pack
  • Stellaris: Lithoids
  • Stellaris: Necroids
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Nemesis
  • Stellaris: Synthetic Dawn
  • Stellaris: Distant Stars
Minefields only make sense if you know where the enemy is coming from. In this game you generally don't for non-hyperlanes outside the earliest phase of the game because jump ranges are long enough that quite a lot of stars and therefore entry vectors are in range.
 
  • 1
  • 1
Reactions:

Dalinski

Colonel
15 Badges
Apr 1, 2016
985
1.056
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Synthetic Dawn
Minefield would be so much fun.

Perhaps a defence/attack/utility module is used for the sweeping and a Cruiser based module used to lay them. Perhaps they could have a density and give players and the AI the option to barrel through them any way which is another way to clear them :)

Minefields could also do different types of damage, speed reduction, ship disablement, reduced range.

Perhaps they can increase threat as they block galactic trades lanes.
 

Dalinski

Colonel
15 Badges
Apr 1, 2016
985
1.056
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Synthetic Dawn
With that said, I feel like space-based games like stellaris and homeworld have always suffered from the lack of terrain. Anything that would encourage the creation of front-lines, or something similar, to spice up the wars is good in my books, and at least worth looking into.

Thats pretty much it, the fact that it could create terrain in space makes it all the more appealing.