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       Webmines 
      Crystalline ships with torpedoes can convert their torpedoes into webmines, 
        using the "Lay Webmines" mission. Like spacemines, 
        webmines are laid in a circle centered at the position of the ship before 
        movement. A ship needs to have fuel onboard to lay webmines; laying webs itself 
        does not cost fuel. The most important difference with normal mines is that 
        webmines drain the fuel out of ships that hit them and/or are caught in a 
        webmine. On top of that, webmines also offer more safety than normal minefields: 
        the chance of a ship hitting a normal minefield is 1% per lightyear travelled 
        (0.5% for cloaked ships) whereas the chance to hit a 
        webmine is 5%, for normal as well as cloaked ships. 
      For Crystalline webmines, Winplan, other clients and utilities such as 
        echoview will properly show them as webmines. Webmines laid in identities other than the Crystals are not always 
        displayed as webs. You'll have to recognise them the oldfashioned way - by 
        reading the minesweep message: 
      
        
          
            
              | (-m0027)<<< Sub Space 
                Message >>>
                   From: MBR 
                    Crystalspace 
                    We are scanning for mines 
                    Enemy Mine field detected! 
                    AT ( 1627 , 1118 ) 
                    They are Crystalline style mines. 
                    We are 76 light years from the 
                    outside edge of the field. 
                    There are 512 mine units. 
                    Mine field ID Number : 27 
                    The field is 45 light years across. 
                    We must be 76LY closer to target mines with beam weapons. 
                    512 mines remain.  | 
             
           
        
       
      In this example the message is from an actual Crystal webminefield. Webmines 
        can be recognised by looking at the line "we must be X light years closer to 
        target mines with beam weapons. The value given there is the same as that in the 
        line "We are X light years from the outside edge of the field". This means the 
        ship would have to be inside the minefield to sweep away the mines, meaning these are webmines. 
       
      Effect of webmines 
        Any ship that hits a web mine first loses the total amount of fuel it would use 
        to complete it's journey (if a ship hits a webmine while it has only moved two 
        of it's planned 80 lightyears, it will first burn fuel as if it had moved the 
        full 80 lightyears). Additionally, 50 kilotons of fuel OR 1/6th of the amount of 
        fuel in the ship’s fuel tank, whichever is the greater amount, is also drained. 
      The damage a starship suffers from hitting a webmine is 10% of that of a 
        normal minehit. The percentage done by a webminehit is calculated by the formula Damage = 1000 / (hullmass+1). If a cloaked ship hits a webmine 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. 
      A ship that hits a webmine is stopped dead in it's tracks, it's warpspeed is 
        reset to zero. Upon hitting a webmine, a ship sends a distress call to it's 
        owner: 
      
        
          
            
              | (-e0217)<<< DISTRESS CALL! 
                >>>
                   Hobgoblin  
                    ID # 217 
                    Has struck a WEB mine! 
                    Damage is at 2% 
                    We are stuck in the web! 
                    We are burning fuel to keep 
                    our shields up! 
                ( 2072, 1960 )  | 
             
           
        
       
      Ships that are inside a Crystalline webmine after  minesweeping and before movement are drained of 
        25 kilotons of fuel. This effect is cumulative for each web: a ship that is 
        inside two overlapping Crystalline webminefields gets drained 50 kilotons of 
        fuel. Webmines belonging to races other than the Crystals do not drain ships of 
        fuel as long as the ship does not hit a web during flight. The Crystalline 
        people themselves are immune to the effect of all webmines, regardless of who 
        owns the webmine and if that race is an ally of the 
        Crystallines or not. 
      If a ship is out of fuel during this phase or is drained of it's last fuel 
        during this phase, a message is sent to the owner of the webmine informing of 
        the fuelless status of the ship: 
      
        
          
            
              | (-w1263)<<< Scanner 
                Report >>>
                   Hello  
                    Ship ID# 263 
                    is out of fuel and energy. 
                    They can no longer attack us.  | 
             
           
        
       
      A ship that is drained of all it's fuel because it hits a webmine during 
        flight, only generates such a message the next turn when it is fuelless during 
        the "webmines drain fuel" phase of the hostrun. If a fuelless ship is inside 
        multiple webs, a message is sent for each web the ship is in. Once a ship is 
        drained of all fuel, the Crystals can use their boarding party to towcapture a ship, or tow it to a starbase and force the ship to surrender. 
       
      Amount of webmines 
        The amount of webmines laid depends on the number of torpedoes used and the type 
        of the torpedoes. 
        The formula is webmines = torps * torpslot^2, where the value for 
        torpslot is a number ranging from 1 to 10. 
  Note that the formula uses "torpslot" and not "techlevel" 
      This results in the following table: 
      
        
          | Torpedo type | 
          "Slot" | 
          Webmines per torpedo | 
         
        
          | Mark 1 Photon | 
          1 | 
          1 | 
         
        
          | Proton Torpedo | 
          2 | 
          4 | 
         
        
          | Mark 2 Photon | 
          3 | 
          9 | 
         
        
          | Gamma Bomb | 
          4 | 
          16 | 
         
        
          | Mark 3 Photon | 
          5 | 
          25 | 
         
        
          | Mark 4 Photon | 
          6 | 
          36 | 
         
        
          | Mark 5 Photon | 
          7 | 
          49 | 
         
        
          | Mark 6 Photon | 
          8 | 
          64 | 
         
        
          | Mark 7 Photon | 
          9 | 
          81 | 
         
        
          | Mark 8 Photon | 
          10 | 
          100 | 
         
       
       
      Size of webminefield: 
        Like regular mines, the webmines are laid in a 
        circle, the radius of which is the square root of the number of mines. Example: 
        10 Mark 8 Photon torpedoes laid as webmines would result in 10*10^2=1000 mines, 
        which would result in a circle with a radius 31.6 lightyears (the square root of 
        1000). Per default (host-configurable) the 
        webminefield radius may not exceed 150 lightyears. Attempts to lay bigger 
        webminefields will result only in a maximum-sized web, no torpedoes will go to 
        waste. 
      Controlling the size of a webminefield: 
        Using "mdX" friendly codes a ship can lay only 
        part of it's torpedoes as minefields, saving torpedoes to lay as mines somewhere 
        else or to fire at enemies later on. The friendly codes are: 
        md1 - drop 10 torpedoes as webmines 
        md2 - drop 20 torpedoes as webmines 
      etc, etc, etc.... 
        md9 - drop 90 torpedoes as webmines 
        md0 - drop 100 torpedoes as webmines 
        mdq - drop a quarter of your torpedoes as webmines 
        mdh - drop half of your torpedoes as webmines 
       
      Laying webmines in another race's identity: 
        It is possible to lay webmines in the identity of another race, using a 
        friendly code of "miX" where X is the number of the 
        other race (a for Rebels, b for Colonies). By laying overlapping webs the chance 
        of hitting a webmine greatly increases. Crystalline ships are immune to the 
        effect of webmines laid in any identity, so they do not risk much when laying 
        webs in other races' identities. 
       
      Overlapping and concentric minefields / adding to existing fields 
        When laying webmines inside an existing webminefield, the mines will usually be 
        added to the current web. In some cases however a new web will be formed. 
        To determine whether to add to the existing web or to form a new one Host 
        follows these steps:  
      
        - Find the webminefield whose center is closest to your ship.
 
        - If you are inside this webminefield you will add to it.
 
        - If not, you will lay a new webminefield.(regardless of whether you're 
          inside any other webminefield(s))
 
       
      Note that webminelaying is done in ID order (lowest to highest) so you need 
        to resolve what possible lower ID ships did (lay/add) in the same turn first. 
        If your ship is inside a large web but actually closer to the center of another, 
        smaller web, Host determines your ship is outside of that small web and creates 
        a new one. It does not matter then that you're also inside another large web. 
       
      Webminefield friendly code 
        Every minefield and webminefield 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 (web)minefield will have no friendly code. 
      Any starship with a friendly code matching that of the minefield would be 
        able to travel through that field and not hit any (web)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. 
        Webmines do not drain fuel from ships with matching friendly codes, and 
        minefields cannot be swept by ships matching the 
        field's friendly code. Ships set to minesweep will also not detect webmines 
        which have the same friendly code as that ship. 
      The (web)minefield friendly code system follows these three rules:  
      
        - Minefields have friendly codes. The minefield's friendly code will be the 
          same code as the planet that is owned by the owner of the minefield that is 
          nearest the mines centre. So if you laid a minefield at Nixon and you own 
          Nixon and Nixon's friendly code is "Q1m" the 
          minefield would have a code of "Q1m". Any 
          starship with that friendly code would be able to travel through the minefield 
          and not activate 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 dropped. 
 
        - A planet with a friendly code beginning with "mf" will cause ALL minefields belonging to your race to have this code as the 
          minefield universal friendly code. If you set more than one planet's friendly 
          code first two letters to "mf" the highest ID 
          planet will be used to set the minefield universal friendly code. The 
          character following "mf" can be any letter or 
          number. Example: If one of your planets friendly code is set to "mfK" then all your minefields will have the 
          universal friendly code of "mfK". 
 
        - A ship can use rule 1 or rule 2 to safely pass through a minefield. Both 
          rules are in effect. The ship can use the "local" friendly code or the 
          "universal" friendly code.
          
            Example: If a Birdmen ship using the Super Spy Deluxe mission tries to set the friendly code of any enemy planet to the universal 
              minefield friendly code (any code beginning with the letters "mf") and the planet has more than 30 defense 
              outposts the planet will always use an ion discharge 
                overload to knock the ships out of cloak. 
           
         
       
       
      Webminefields decay 
        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. Webmines differ from normal mines, because overlapping 
        webmines never destroy eachother. 
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