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Minefields Ships with torpedoes can convert their torpedoes into spacemines by using the "Lay mines" mission. Minefields are generally used as a defense against enemy ships. Minefields are laid in a circle centered at the position of the minelaying ship before movement. There can be a maximum of 500 minefields and web minefields in the universe. A ship needs to have fuel onboard to lay mines; minelaying itself does not burn fuel. When laying a minefield, a ship will nicely send it's owner a message informing him of this action:
Amount of mines laid Robotic minelaying advantage: This results in the following table:
Size of minefield: Example: 10 Mark 8 Photon torpedoes laid as mines would result in 10*10^2=1000 mines, which would result in a circle with a radius of 31 lightyears (the square root of 1000 is 31.6, which is truncated down to 31). Controlling the size of a minefield: Laying mines in another race's identity: Overlapping minefields When laying mines inside an existing minefield, the mines will usually be
added to the current field. In some cases however a new field will be formed.
Note that minelaying is done in ID order (lowest to highest) so you need to factor in the actions of lower ID ships (lay/add/scoop) in the same turn first. If your ship is inside a large field but actually closer to the center (but not inside) of another, smaller field, Host determines that your ship is outside of that small field and will create a new one. It does not matter that you're also inside another large field. Concentric minefields It is possible for the Crystallines to lay a webmine and a normal minefield centered on the exact same coordinates. So far, nothing special. Both the web mine and the normal minefield each get assigned a certain ID number. This too is perfectly normal. If however the minefield gets assigned a higher ID number than the webfield, any regular mines laid at the the same coordinates as both the minefield and the web will result in a new, concentric minefield. If the minefield has an ID lower than the webmines normal rules apply: extra mines are added to the minefield. The Crystals can use this "ability" to help their allies, too. This mechanic works not only with Crystalline webmines but with all web mines. Every minefield and web minefield has a friendly code, which is the same friendly code as the closest planet of that race (measuring the distance from the centre of minefield to the planet). If the owner of a minefield does not have any planets left, the minefield does not have a friendly code. Any starship with a friendly code matching that of the minefield would be able to travel through the minefield and not hit any mines. If the planet's friendly code is changed the minefield's code will change to match it. The minefield friendly code takes effect as soon as the mines are laid and changes anytime you change the friendly code of the planet controlling the minefield. Web mines do not drain fuel from ships with matching friendly codes, and (web)minefields cannot be swept by ships matching the field's friendly code. The minefield friendly code system follows these three rules:
Minefield decay, mines destroy mines Each turn, a set percentage of mines are destroyed from each minefield. The host-configurable percentage is 5% by default for both mines and webmines. After this percentage is deducted, one additional minefield unit per turn is destroyed through natural causes. If after the natural decay two minefields of different races that are not allied are still overlapping, they will blow eachother up. This happens if two minefields are in any way overlapping eachother. If the radius of the first field and the radius of the second field together are larger than the distance between the fields' centers, mines will destroy mines. When mines destroy mines, an equal amount of mines is destroyed from both fields until either one of the fields or both are totally blown away. When multiple minefields overlap eachother, mines destroy mines in order of minefield ID number. First the lowest ID reacts to the next lowest, and so on. Overlapping web mines never destroy eachother, regardless of alliance settings between the Crystals and the other races in whose identity the Crystals have laid the other webs. Enemy ships travelling through minefields, unprotected by matching friendly codes or an alliance, run a risk of 1% to hit a mine for every lightyear travelled. Cloaked ships run a risk of 0.5% per lightyear (both numbers are host-configurable). The chances of hitting a mine are calculated per lightyear, and the chances are cumulative. For example, a normal ship has a 99% chance per lightyear to NOT hit a mine. For 40 lightyears, it's chance not to hit a mine is (0.99)^40 = 67%. In other words, the ship runs a chance of 33% to hit at least one mine. A ship that hits a mine will suffer a certain amount damage, depending on the ship's mass. The formula used is Damage = 10000 / (mass+1). It is possible for ships to hit multiple mines in one journey. Ships with a hull tech level below 7 (this is host-configurable) will slow down immediately after hitting a mine: their waypoint will be set back by 10 lightyears if it has more than 10 lightyears to travel when it hits the mine. If a cloaked ship hits a (web)mine and the amount of damage it suffers is greater than the amount of damage that prevents cloaking, the ship will be immeadiately decloaked - even if it has enough supplies to repair the damage. Because of this, it has a higher chance of hitting a second mine after it has hit the first mine (the rest of the journey it runs the chance per lightyear for uncloaked ships, while earlier it only ran the chance per lightyear for cloaked ships). |
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