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Holomines

Jan 12, 2022 Sid123 link
The Akanese Holomine

Affects only Serco pilots by sending a strong radio signal to their cybernetic implants, which causes hallucinations and/or loss of control.

Type A

Causes random weapons shots and asteroids to appear around the pilot. These deal no damage, but seemingly fill the area surrounding it with attacks. Meant as a diversion.

Duration: 30 mins
Number of mines: 10
Range: 500m
Mass: 2000kg
Port: Small
Damage: None
Invisible both to the eye and to the radar. Cannot be apprehended before effects manifest.

Type B

Causes lots of different cargo to appear around the pilot, filling up the screen with colour. None of these cargo are real, and are seen only by pilots within the range of the mine.

Duration: 30 mins
Number of mines: 10
Range: 500m
Mass: 2000kg
Port: Small
Damage: None
Invisible both to the eye and to the radar. Cannot be apprehended before effects manifest.

Type X

Causes the controls of the pilot to go wonky, ie, react in unprecedented ways. No preperation can be made through training or practice, because every time the way it affects the controls is different and random. Some controls may randomly become unresponsive, cause actions other than those they are designed for, etc.

Duration: 30 mins
Number of mines: 10
Range: 500m
Mass: 2000kg
Port: Small
Damage: None
Invisible both to the eye and to the radar. Cannot be apprehended before effects manifest.

Type Z

Has all the qualities of the Type A, B and X, rolled into one OP mine. Same stats, except that it is large port.

The above mines will be manufacturable only by pilots with PoS Itani standing. The uniqueness about this mission is that instead of being in any station, it is in a random empty sector in the Unknown System. This sector will change every 30 minutes. It will be visible on the mission board only of pilots with PoS Itani standing. Entering said sector is enough to make the mission acceptable, ie, no docking is needed. An Akanese scientist will send you a message, asking if you want to help the Order of Akan eradicate the abomination that is the Serco Dominion. If you answer yes, a choice will be given of which mine you want to manufacture. Upon selecting, the manufacturing mission will be taken. One must get all parts to the sector and jettison, and an Akanese Holomine Launcher will spawn within 1000m of your current position.

A similar Serco counterpart will be available to manufacture as well with the same stats. Again in a random sector in the Unknown System.
Jan 12, 2022 Sid123 link
And before anyone says that this is a Rule#5 violation, I have posted both Holomines together because I don't want accusations of Serco/Itani bias.
Jan 13, 2022 Whistler link
I think an important aspect of rule 5 is:
"Post the positives, the downsides or risks, the trade-offs and ramifications, and why you think the idea improves the game as a whole. Consider the likely development burden, and factor that into your thought process."
Jan 13, 2022 Sid123 link
Ah shit, I always miss something
Jan 13, 2022 Sid123 link
Ok so the major positive of this is its scope in PvP, both consensual and non-consensual. It can be used to confuse and bewilder the opponent. It could maybe be used against opposing nation NPCs too...but idk how that would work. So for now restricted to PvP combat effects.

It'll create, again, a new gameplay style of confusing your opponent. Kind of sensory overload. JakP also suggested a mine that completely removes your HUD. This will remove the targeting, which makes the victim pilot dependent on eyesight to see their opponenent. And I got another idea for a mine that messes up your HUD stats. So now you will be unable to distinguish real hits from illusions, as you Health is continuously fluctuating, and you don't know how close you are to dying until you're dead or you're out of range of the mine...maybe we could have a kind of blind pew where you don't know what your health is, which shots have hit etc. Would be nice I think. Ofc that's from someone who's never done any PvP, so it doesn't count for much.

Anyway, I can't think of any real negatives apart from the fact that it'll be a bit hard to implement...but the devs know more about that than I do. Anyway it's their decision.

And I didn't add a UIT mine cuz I couldn't think of an RP justification.
Jan 13, 2022 aaronund link
+1
But if this gets implemented Serco players should get a way to disrupt itani force powers or whatever.
Jan 14, 2022 Sid123 link
I was thinking that both would have it so it's balanced out. Both have their own version of the holomine, with similar effects and procurement methods. So even Serco will have a Holomine that works only on Itani players. The Skycommand Holomine. Maybe slight differences in the many parts, with the Akanese using Corvus Holodisks and the Skycommand using Bethesee Spices...
Jan 14, 2022 death456 link
Technically not all Itani's possess an energy focus. only the monks. I would say this would be like an EMP mine of some sort. I really like the creativity of this suggestion. Can't wait to see what the Serco's version might be to counter the Itanis
Jan 14, 2022 Sid123 link
Where does the energy focus come into the picture? Let's say the spices (Rare Spices, Bethesee Spices, Divinia Spices etc) are actually drugs like cocaine, meth, etc. So the Skycommand Holomine releases a superpowerful mixture of these that cause these effects. I was thinking along these lines. The Serco version has the same effects, just a different name and can only be manufactured by PoS Serco instead of PoS Itani players.
Jan 15, 2022 aaronund link
How...would you get the drugs into them. A gas releasing shrapnel that pierces the hull?
Jan 15, 2022 Sid123 link
No the mine won't cause any hull damage. I'm just making things up here...maybe it's not a drug and the Serco have somehow with their superior tech skillz found a method to hack into the Itani ships controls or sensors...
Jan 18, 2022 csgno1 link
This seems like it would require a huge development effort to do it right.
Jan 18, 2022 Sid123 link
Yes it does have a lot of room for bugs...it's entirely up to dev discretion. We're only here to give a refined suggestion which they may or may not choose to implement.
Jan 18, 2022 DeathSpores link
Type A: +1 sounds fun, large port though
Type B: +1 if it can clock other mine types in the range, large port only
Type X: nope, i'd prefer we could get beverage in station bar and mess with ships control fer a delay depending on the consumption.
Type Z: -1 useless, all mines should remain large port, we dont want resurrection of swarmhound likes
Jan 18, 2022 Sid123 link
The Type X was the best one...and why would someone voluntarily mess up their controls.. this isn't GTA.
I made the mines sp so it is usable on Valks as well as Proms.
And what do you mean clock other mines?