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	<id>https://manicpop.org/gewiki/index.php?action=history&amp;feed=atom&amp;title=Mines</id>
	<title>Mines - Revision history</title>
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	<updated>2026-10-20T17:57:07Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://manicpop.org/gewiki/index.php?title=Mines&amp;diff=1609&amp;oldid=prev</id>
		<title>CodexBot: Link first command references to command pages</title>
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		<updated>2026-10-12T02:16:59Z</updated>

		<summary type="html">&lt;p&gt;Link first command references to command pages&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Neutron mines&amp;#039;&amp;#039;&amp;#039; are stationary area weapons. A launched mine stores its owner&amp;#039;s [[Ship slot|ship slot]], its exact galactic coordinates, and a countdown in ship-state ticks. See [[Mine command]] for command syntax, deployment checks, and launcher limits.&lt;br /&gt;
&lt;br /&gt;
== Countdown and detection ==&lt;br /&gt;
The global mine routine runs once per main ship-state update, normally every six seconds, and decreases each active mine&amp;#039;s timer by one. It does proximity work when the remaining timer is a multiple of five: at a positive multiple it may warn nearby ships, while zero is the detonation pass. A ship near a mine may therefore get a warning roughly every 30 seconds; a mine with a delay shorter than five ticks can explode without a prior proximity warning. Jamming can suppress the warning, but not the explosion or its damage.&lt;br /&gt;
&lt;br /&gt;
Mines can appear as dots on [[Scan command|SCAN RANGE and SCAN SECTOR]] maps. ge-next&amp;#039;s nebula visibility can hide a mine beyond nebula sensor range, and interference can obscure mine information. ge-next&amp;#039;s [[Report command|&amp;lt;code&amp;gt;REPORT ORDNANCE&amp;lt;/code&amp;gt;]] also lists the current player&amp;#039;s deployed mines, with sector and remaining time; bearing and distance are included when conditions allow.&lt;br /&gt;
&lt;br /&gt;
Mines are stored in a global memory table, not a sector or planet record. A mine remains fixed when its layer moves away and is not saved across a module restart or cleanup.&lt;br /&gt;
&lt;br /&gt;
== Explosion and avoidance ==&lt;br /&gt;
A mine damages every eligible ship strictly within 10,000 distance units of its position: users, NPCs, allies, enemies, and potentially its own layer. One mine can hit several ships, each at a different distance and damage level. Ships protected by the [[Neutral zone|neutral zone]] are spared; a mine placed just outside it can still explode without damaging a ship inside. A ship outside the blast radius can receive a bearing-only report of the explosion, even from another sector, unless its sensors are sufficiently impaired.&lt;br /&gt;
&lt;br /&gt;
The [[Zippers|ZIPPER]] weapon sets the timers of every active mine within the firing ship&amp;#039;s scanner range to one. They detonate on the next mine update, not immediately when ZIPPER is entered. A zipper does not distinguish friend from foe: it can trigger the firing ship&amp;#039;s own mines, enemy mines, NPC mines, or ownerless mines. It can therefore catch a pursuing mine layer before that ship clears the blast radius.&lt;br /&gt;
&lt;br /&gt;
== Damage falloff ==&lt;br /&gt;
Both versions calculate &amp;lt;code&amp;gt;proximity = 1 - distance / 10000&amp;lt;/code&amp;gt; for a ship within the blast radius. Classic 3.2e uses cubic falloff; ge-next 0.3 changed it to quadratic falloff:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
Classic raw damage = MNDAMMAX * proximity^3&lt;br /&gt;
ge-next raw damage = MNDAMMAX * proximity^2&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The stock &amp;lt;code&amp;gt;MNDAMMAX&amp;lt;/code&amp;gt; is 75 in both versions. At the center, both formulas start at 75 before defenses; farther out, the quadratic ge-next blast retains more damage:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Distance from mine !! Classic, cubic !! ge-next, quadratic&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 75.00 || 75.00&lt;br /&gt;
|-&lt;br /&gt;
| 2,500 || 31.64 || 42.19&lt;br /&gt;
|-&lt;br /&gt;
| 5,000 || 9.38 || 18.75&lt;br /&gt;
|-&lt;br /&gt;
| 7,500 || 1.17 || 4.69&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The target class&amp;#039;s DAMF reduces the result. Raised shields further reduce hull damage by a random divisor involving shield Mark and take a separate shield-system hit. An unshielded ship receives the full DAMF-adjusted hull result. ge-next can also apply armor-plating protection and assess random damage to systems or carried items after a mine hit; classic does not make that additional random-damage assessment for mines. The displayed damage can be rounded even when the underlying value is fractional.&lt;br /&gt;
&lt;br /&gt;
== Ownership and kill credit ==&lt;br /&gt;
Classic stores the layer&amp;#039;s ship slot in the mine and does not clear that owner from active mines when the player is destroyed or departs. If the slot is later reused, a mine can appear to belong to an unrelated player. Classic also assigns the mine&amp;#039;s owner to the victim&amp;#039;s &amp;lt;code&amp;gt;lastfired&amp;lt;/code&amp;gt; field on a hit, even when a ship damages itself with its own mine. An unused mine slot and an ownerless active mine are not separately represented in this classic scheme.&lt;br /&gt;
&lt;br /&gt;
Since ge-next 0.3.2, an unused slot and a live ownerless mine have distinct values. A destroyed or departing player&amp;#039;s mines remain active hazards but become ownerless. Their damage does not overwrite the victim&amp;#039;s existing &amp;lt;code&amp;gt;lastfired&amp;lt;/code&amp;gt; value or change faction hostility. An active player&amp;#039;s own mine likewise does not replace a prior attacker&amp;#039;s &amp;lt;code&amp;gt;lastfired&amp;lt;/code&amp;gt; value when it hits the laying ship. Thus an attacker who previously damaged a ship can still receive credit if that ship later destroys itself with its own mine; without such an attacker, the death is uncredited. For other mine hits, ge-next assigns a valid active owner subject to its usual faction rules.&lt;br /&gt;
&lt;br /&gt;
In ge-arena, a mine retains its owner through that player&amp;#039;s ship destruction and respawn, because the participant remains in a stable match slot and can still earn a later kill. A departing player&amp;#039;s mines become ownerless, and the arena world reset removes all mines between matches.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Mine command]]&lt;br /&gt;
* [[Zippers]]&lt;br /&gt;
* [[Combat]]&lt;br /&gt;
* [[Kill credit]]&lt;br /&gt;
&lt;br /&gt;
{{GE navigation}}&lt;br /&gt;
[[Category:Combat]]&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Game reference]]&lt;/div&gt;</summary>
		<author><name>CodexBot</name></author>
	</entry>
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