Forums » Suggestions

Increase Mine Ammo Capacity mkII

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Jun 29, 2006 fooz2916 link
I can't find my old thread, so here's my attempt at remaking it:

Realism: We get 16 Jackhammer rockets per tube, which deal more damage than mines, and actually MOVE.

Gameplay: I want minefields. Big Minefields.

Not the "Hooray!! We've got 10 players working together with taurs filled with mines. This'll slow down everyone passing by for 6 seconds!" that we have now.

Current Problems: They aren't going to be affected by more ammo, since the current exploits take place at stations. And that's supposed to be fixed up anyways.
Jun 29, 2006 slime73 link
IMO the WHs in Odia should be giant minefields, and there would be no unnies there. The mines should be a mix of conc and prox, and they should regenerate ~30 minutes after exploding.
Jun 29, 2006 LostCommander link
[Stamp of Approval] Yay for more mines!!!
Jun 30, 2006 roguelazer link
Especially conc mines. I mean, they don't do damage, tehy're much less useful than proxies. Yet we only get 6 mines per launcher. Lame, lame, lame. Especially since they time out when you leave a sector, so you can't go back to station and reload! (let us carry mines as cargo? please? pretty please?)
Jun 30, 2006 slime73 link
Nice doublepost. :p
Jun 30, 2006 jexkerome link
Up the weight but yes, more mines. And yes, the more useless the mine, the more of them. Conc are the less useful, then l-mines (if you turbo through they barely do any damage), then prox. So maybe... 30 Conc, 28 l-mines and 25 prox per launcher for a start, see how it handles. Note that this would be only for the purpose of laying a mine field, the weight increase and player experience should make the increased ammo of little or no effect against piracy attempts.
Jun 30, 2006 Sun Tzu link
30 Conc, 28 l-mines and 25 prox per launcher... that is not enough imho. I mean, laying 56 lightning mines with a taur is obviously completely useless. And we should have a S-port mine launcher too.
Jun 30, 2006 toshiro link
Lightning mines aren't rearguard countermeasures for traders. They are meant to deny access or interdict passage to or through certain areas. As such, they have very little value, because there are no such areas in the game right now. Earlier, when CTF was still in-game, lightning mines were one of the precious few ways to defend the flag, as well as denying the capturer clear passage back to the wormhole.

As soon as there will be more of these areas (perhaps grey space station could do without station guards?), lightning mines will rise in usage and (combat) value again.

Because of that, I am against increasing the ammunition capacity of the lightning mine launcher.

However, both proximity and especially concussion mines could very well do with an increase in ammunition capacity per launcher, due to the reasons mentioned by the previous posters.

However, the mine launcher family should not include the small port.

On the contrary, I propose a specific mine launcher port, to introduce some sort of degenerisation of the ships.
Jun 30, 2006 zamzx zik link
They need to fix the mines so they dont time out when you leave the sector. And add the timer to 30+ (personally, I'd like to see mines last forever, but that'd be pretty laggy. I say 30 minues in a playerless sector.) Then, mine launchers with 25 each (50 with two weapon ports) and mk III versions with extra mines, and a mining medal, for 15 kills with mines, 40, 100, ect.
Jun 30, 2006 Sun Tzu link
Oh great idea! Say you need 3 minutes to reload at a station and come back, you would lay a field of 25*30/3 = 250 prox mines. But don't forget you need elite skillz to properly lay such a field in space!! No doubt this would deserve badges!
Jun 30, 2006 LeberMac link
But fix the faction standing with corvus first before you allow people to disperse mines like palestinians gave out candy on 9-11.
Jun 30, 2006 LostCommander link
No more weapons ports!!! However, I like the idea of having like three levels of mine launchers, each with increased ammo capacity and weight, so you can pick whether you want more mines or less weight. I do not think there should be a mine-kills badge though; it sounds silly.
Jun 30, 2006 zamzx zik link
No, it doesn't. Mining a wormhole off takes alot of effort. Consider this :

A wormhole has a 2000m radius, in a sphere. Each mine has around a 25 prox ( I think) so to make a perfect sphere, or a least a complete one, you'd need around 500+ mines to completely cover the wormhole. Not to mention making L-mines so the trader gets killed.

Oh, and there should be mines for show (diffrent colors) and mines that dont blow eachother up (real mines dont set off huge explosions...it's a waste of ammo)
Jun 30, 2006 Sun Tzu link
I concur. Compare mining with swarming. When you're mining, you have to -chose- the place where you're going to 'fire'!
Jun 30, 2006 UncleDave link
75 prox.
Jun 30, 2006 toshiro link
A wormhole is 2000 m in diameter, thus its radius is 1e3 m. Assume the mines are located on the sruface of the sphere surrounding the wormhole. Taking into account the proximity radius of the mines, this yields a spherical calotte with base radius of 75 m, height of approximately 2.81 m, and, in turn, a surface area of approximately 1.77e4 m2.

The entire wormhole sphere's surface is approximately 1.26e7 m2. This yields a count of approximately 711 mines to cover the entire surface once, rounded up to the nearest integer. So, if you wanted to make two layers of mines, to provide some thickness to the mine field for it to be effective (2 layers of mines, the fields overlapping), you'd need much more than 500 mines, probably around, oh... 1700 mines.
Jun 30, 2006 CygnusX link
Just imagine warping into a sphere of mines, hitting one, being thrown into another, then another, then BOOM. Evil.
Jul 01, 2006 zamzx zik link
Tosh, nice math :D

like I said, the mines should't blow themselfs up unless they are firework mines, it'd waste so much effort :(
Jul 01, 2006 jexkerome link
A mine layer ship then, and mines that only it can deploy. Like a moth of pure evil or something.
Jul 01, 2006 moldyman link
Um... is it just me or are you supposed to need a fleet of ships to lay a proper minefield? A good one at any rate? If any half baked pilot could mine off a wormhole, there would be no inter-system traffic. Why bother if your ship just gets blown up.

I do agree with more mines, maybe 50 per launcher MAXIMUM. I do not agree with a longer time out time.