Forums » Suggestions

Pulse Mines

Oct 03, 2010 tarenty link
I propose a type of mine that, whenever a ship enters a radius (radius depends on the mine version) around the mine, emits several waves of force (a "pulse") thrusting the ship away from the mine, and any other ships nearby. These waves lose speed and force at a rate of 40%/second after reaching beyond the detonation radius of the mine, however, so they last 2.5 seconds past that radius. Each pulse's wave is released .2 seconds after the last, starting with the first that is released immediatly after the detonation radius is triggered. Imagine spheres expanding at a huge rate, and any ship that comes into contact with a sphere (a wave) receives the force and damage due. Higher level varients cause slight damage, have a higher radius, and more force. Example:

X ship enters a Pulse Mine MkI's radius of 350m. Pulse Mine MkI emits 3 waves of force appearing not unlike ripples in a pond (though 3D) of 2000 N at 500 meters/second. X ship collides with said waves and is propelled outside the radius of the mine. Pulse Mine MkI must recharge for 15 seconds before emitting another pulse. Pulse Mine MkI's powercell is depleted after 5 such pulses in total.

Xang Xi has been able to improve Pulse Mine energy efficiency, and therefor has created a mine that releases extra, though weaker, waves.

A few quick statistic ideas:

Pulse Mine Launcher:
Price: 10,000c
Sold at: Military and Capital stations
Mines: 3
Energy: 200
Delay: 2s
Grid: 6
Port: Large
Mass: 1800kgs
License: 6/4/6/3/-

-Mine Stats-
Damage: 0/wave
Charging delay: 15 seconds.
Force: 3000N for each of 3 waves.
*Pulses: 6
Radius: 350m
Wave velocity: 200m/s
Price: 4,000c
Lifespan: 900s
_____________________________________________________________________________________

Pulse Mine Launcher MkII:
Price: 20,000c
Sold at: Military and Capital stations
Mines: 3
Energy: 180
Delay: 2s
Grid: 6
Port: Large
Mass: 1900kgs
License: 7/4/6/4/-

-Mine Stats-
Damage: 800/wave
Charging delay: 12 seconds
Force: 4000N for each of 3 waves.
*Pulses: 8
Radius: 400m
Wave velocity: 200m/s
Price: 4,000c
Lifespan: 900s
_________________________________________________________________________________

Pulse Mine Launcher MkIII:
Price: 27,000c
Sold at: Military and Capital stations
Mines: 3
Energy: 150
Delay: 2.3s
Grid: 6
Port: Large
Mass: 2100kgs
License: 8/5/7/5/-

-Mine Stats-
Damage: 1000/wave
Charging delay: 12 seconds
Force: 4000N for each of 4 waves.
*Pulses: 10
Radius: 450m
Wave velocity: 300m/s
Price: 4,000c
Lifespan: 900s
______________________________________________________________________________

XangXi Improved Pulse Mine (launcher):
Pulse Mine Launcher MkIII:
Price: 35,000c
Sold at: All (+600 faction standing)
Mines: 3
Energy: 200
Delay: 2.5s
Grid: 6
Port: Large
Mass: 1800kgs
License: 9/5/8/5/-

-Mine Stats-
Damage: 400/wave
Charging delay: 11 seconds
Force: 3000N for each of 6 waves.
*Pulses: 7
Radius: 420m
Wave velocity: 100m/s
Price: 5,000c
Lifespan: 1000s

_____________________________________________________________________________

* = A pulse is a set of waves.

I expect this would take a bit of work on the devs' part, especially graphics, so it's just an idea. In my mental image, "waves" appear as blue-ish rapidly expanding spheres, or something similar. The delay between waves in a pulse means any ship triggering the mine would be blasted away several times within a second. This weapon's weakness would be: limited pulses; limited radius so it can be sniped; rather high mass.

Note: This needs a deep, booming sound effect. ;-)

Additions:
Mines do not affect the person who has dropped them.
Increased radius.
Decreased energy slightly.
Oct 03, 2010 Death Fluffy link
Interesting. Not too different from the conc mine, except it does damage.

I can see this as a defensive weapon for a trade ship. I'm not sure I get your vision though, as I don't really see a value to this as a deploy-able device (in which case energy drain is silly).

It would be a shitload of fun to drop inside a docking bay, except that the station guards typically make quick work of mines, and even if they didn't would likely use it up before a victim got close.

How exactly do you envision this being used?
Oct 03, 2010 tarenty link
I think you're right that, in it's current state, it's useless. So, what if your launcher was equipped with a special shield (nothing visible, the waves simply do not affect you). This would open up more possible uses.

The energy is drained so much because the mine's powercell is charged by your powercell upon dropping. If I added the above shield, the energy drain would make more sense.

I thought this might be used against large numbers of foes or protecting cargo. Even in a moth, somebody with these equipped has a great chance of surviving, though only with the MkIII version can you deploy a mine and still have enough energy to jump with an FC cell.
Oct 03, 2010 ryan reign link
In general.
+1.

"ship enters a Pulse Mine MkI's radius of 200m. Pulse Mine MkI emits 3..."
-1.
Oct 03, 2010 tarenty link
-1 to what exactly? I'm guessing you don't like the idea of more than one wave?
Oct 04, 2010 davejohn link
Long term, fine. Short term, start some wars. Really start shooting at things....

Look, there is theme developing here. Stop discussing vo and actually play it for a while .

We really don't need loads of new stuff , we really need folk in game using the stuff we have ....
Oct 04, 2010 ryan reign link
@ Nahin... Its the 200 meters part I dislike.

@DJ... We do need people to use what we have, but newer/more things will help get people to stay.
Oct 04, 2010 tarenty link
200m too high, too low, what?

I just increased the radius a bit to make it more useful.
Oct 04, 2010 ryan reign link
It seems high to me, I could live with 50 to 100.

Completely off topic, what would be really useful would be a wide dispersal mine launcher.
Oct 04, 2010 tarenty link
50 to 100? It would be very limited in effect and very easy to snipe at that range.

I mean for these to make an impact....
Oct 05, 2010 pirren link
+1 to general idea