Space mines in ST

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Dooey Jo
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Post by Dooey Jo »

Failed Glory wrote:But those aren't mines, they are miniature weapons platforms.

A whole different argument there. A cubic foot of material holds a reactor, fire controls, laser or ion, and stabilizing engines, as well as sheilds? Why are starfighters so big again?

Besides, where are the Lucasarts games on that crazy canon list anyways?
The game says it's mines. And a game never lie :)

And what mines were you talking about? If you meant mines that you're suppose to touch, then you are right, THEY are perfectly useless but mines with laser cannons are deadly.

I'm not sure about this but I suspect that LucasArts get much of their info from WEG and if that's the case, at least the technology in the game should be as canon as WEG.
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Spanky The Dolphin
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Post by Spanky The Dolphin »

I already answered the canon question.
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Illuminatus Primus
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Post by Illuminatus Primus »

The Hapan Consortium's Pulse-Mass Mines are relatively useful. Cheap, relatively small, depolyable and internally powered gravity-well generators.

Any guess to what the possible mines around Calamari were that deterred the Empire from assault?

I say they were probably gravitational-well generating mines that could focus their hyperdrive retarding affect over a distance in a particular, so they could drag a detected fleet out of hyperspace and strand it light-days or light-weeks from the system while being out of the affective range of the fleet armaments. They would probably be supplanted with long-range robotic versions of planetary ion cannons and planetary turbolaser cannons in deep space.
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DocMoriartty
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Post by DocMoriartty »

Actually it was stated numerous times that ships will use a local jump gate instead of their own engines if given a choice. This was because a ship needed a recharge time for their jump engines. So if you use your internal drive to attack then you were stuck there until your drive recharged or you made your way over to the jump gate.

Of course one could easily argue that it would make more tactical sense to attack using your own drive since that allowed you to come in from any vector and if need be retreat through the static jump point instead of the other way around.

Darth Wong wrote:
EmperorMing wrote:Area denial around a given installation/object.

From what I understand, placing mines around a jumpgate will reduce *some* of the traffic for little cost. All those non-jump capable freighters comes to mind.
Since nobody sends freighters in as the first wave of an attack, I don't see how this will matter. Warships will open their own jump gates, and they would clear any minefields around a static jumpgate before freighters come in.
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