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Creok Mantaur
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Posted - 2010.02.16 14:54:00 -
[1]
Bringing back mines would fill a variety of roles. I think the reasons why they were removed could have been corrected easily rather than remove them all together. Too many mines on a field? Put a limit. Or you could just make the mines more expensive. Another great idea is creating a special class of ships (t2 maybe, or a t3 module) which is the only ship that can place mines. Similar to the Heavy Interdictor class already in place.
What do you think?
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DoctorDeath
Minmatar Endeavor Enterprises INC Section Eight's
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Posted - 2010.02.16 15:31:00 -
[2]
Edited by: DoctorDeath on 16/02/2010 15:32:29
mines was removed from EVE doto there client loading lag they created. mines was targetable. but there is no current limit of objects per grid. example giant secure containers was restricted to 5km from other objects.
mines was overpower when laid like a carpet from 100km to 0 to the gate in a warp path.
i personally never want to see mines in-game again
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Callista Sincera
Amarr
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Posted - 2010.02.16 16:59:00 -
[3]
Originally by: DoctorDeath mines was removed from EVE doto there client loading lag they created.
Easy fix: Don't loag them into the client. I mean, it's a mine! Why would you see it before it blows you up? How pointless.
Originally by: DoctorDeath example giant secure containers was restricted to 5km from other objects.
Good idea, do the same with mines. It even makes a lot of RP-sense without having to go too much into nonsense (like the "warping through planets" explanation for example)
Originally by: DoctorDeath mines was overpower when laid like a carpet from 100km to 0 to the gate in a warp path.
You could restrict them to specific locations. I.e. not anywhere near gates or stations.
Anyway, I suppose mines wouldn't be on my "must-have" list either, but maybe "nice-to-have". - In simplistic terms it has been said that there is enough Zero Point Energy in the volume the size of a coffee cup to boil away EarthÆs oceans. |
Avalon Ranger
Exitus Acta Probat manufacturing disaster
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Posted - 2010.02.16 17:11:00 -
[4]
I liked mines, I thought they would rather good. A few ideas for them:
- 7.5km clearance area, cannot be place too near other objects
- Similar to how a Sentry Drone is different from a Drone. A mine would be a class of Missile. It would not move but when a ship gets within the mine range it would explode
- Instead of damage the mine would do something to the ships speed (A short duration web) or interrupt warp drive operations.
- 0.4 and below only. Launching a mine in 0.5 and above would alert Mr. Concord
Just a few thoughts I've had on what a mine would do if it was placed back into the game. It would mean that gates in 0.0 would not be covered with them and they would be navigable if you did run into them.
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bassie12bf1
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Posted - 2010.02.16 17:45:00 -
[5]
Skill based limit maybe?
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darius mclever
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Posted - 2010.02.16 18:26:00 -
[6]
what do I think about mines?
CCP said they wont be reintroduced because of:
1. lag issues 2. griefing. place mine. warp away. someone gets killed. scoop loot with alt.
and personally i cant think of any useful usage of them.
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Ramon Wilco
Caldari Psycho Corp
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Posted - 2010.02.16 20:10:00 -
[7]
Maybe it could be "smart-mine", let me explain :
It can be launched by a special "mine launcher", and it will contain an energy field, and a smartbomb.
there can be 4 sort of items :
1 : T1 smart-mine : begin to use smartbomb when a ship arrive at a certain distance from the mine. Expire in 30/50 seconds, but lvl in the skill can increase "smart-mine" duration.
2 : T2 smart-mine : cloaked "smart-mine"
3 : T1 "mobile smart-mine" : when activated by distance, it begin to move and orbit the targeted ship.
4 : T2 "mobile smart-mine" : same but cloaked.
There can be lot of different use for thoose, and it need to be expensive, maybe take time to deploy, and ... huge. A single "mine ship" will be able to deploy maybe 2 to 5 mines.
What about this idea? its just a concept, but leave your opinion Fear your incomprehension, but love the differences. Ramon Wilco |
darius mclever
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Posted - 2010.02.16 22:01:00 -
[8]
smartmines. that sounds as smart as smartbombs.
even if you could only deploy 2-5 per player. what should stop you to deploy more with other players? I really wonder how much skill is involved in anchoring a large t2 bubble. and at the edge of it your mine. wait until someone flies in and boom.
with the values you named the mine wouldnt dmg your bubble when it blows up the enemy and you get a very skilled kill! anchor the next mine and wait again.
yes. that is risk free pvp at its best right?
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Ramon Wilco
Caldari Psycho Corp
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Posted - 2010.02.17 18:19:00 -
[9]
It can be "smart" ^^
And by the way, it could be anchor only at a certain distance of other mines.
I was not talking of a "destroy ship" mine, but a hurt mine for ambush. It will attack all ships in area, and you'll have to wait cloaked near the mine to attack back the ships.
I think it can be very funny.
But... i'm not the original poster, was just suggesting a new type... If others people interested, they can develop the idea or create another post dedicated to this type of mine, maybe defined skills and info of the item? Fear your incomprehension, but love the differences. Ramon Wilco |
Dr Karsun
Gallente
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Posted - 2010.02.17 19:07:00 -
[10]
Mines only in 0.0 would solve a lot of the griefing problem.
Mines could have a limit of max 5, they would be visible, just like probes. There could be a special mine-layer ship which has to remain on grid to blow the mines (they blow by them selves automatically, but the ship constantly powers them). Mines would not move, would not be setable within lets say 20k off a gate or station or any other object.
I find that they would be an interresting thing, they would be like an e-war ship - very specialised. And in fact it could be a t2 version of the mining frig?
Well, I guess that's all I've got to say here. As for damage - no idea what it should be, but probably something around bomb damage?
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Viktor Fyretracker
Caldari Fyretracker Heavy Industries
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Posted - 2010.02.18 03:19:00 -
[11]
mines should be 0.0 only, if someone wants to pirate at the stargate in .1-.4 they should have to work for it. mines would make for good security measures in owned space.
a good question comes up should they count as a decloaking object or should covert ops be able to sneak past mine fields.
could have Tech II cloaking mines. and along with the mine layer ships you could then have Mine Sweepers and only mine sweepers could destroy mines.
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Blue Dragon
Ion Corp.
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Posted - 2010.02.18 19:10:00 -
[12]
Creok, I don't know what the deal is but I still have mines in my hangar from back when they were used more often, so I don't think they were removed at all. Just made much harder to find. I'll check tonight but I'm thinking I might be able to reverse engineer the ones I have, we'll see.
I still have alot of gear from special events. Snowball launchers, melted snowballs, fullerine and bone fragments... Anyone remember that Jovian that scattered himself across the cosmos here? |
Tom Hanks
Razer Invictus
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Posted - 2010.02.19 09:16:00 -
[13]
Id like to see mines again. Just make them small/medium/large with tracking so you couldnt just wtfpwn every type of ship. Make them blow up like a shaped charge with insane penetration that maybe does shield/armor/structure damage.
Make the mine layer cloak, but force it to decloak to target the target for the mines to blow up. These could be the second tier destroyer in a tech 2 hull.
Just make it happen CCP, it would be really cool.
Mine layer could have mine bay and you could have LOADSSSS of cool mines. Smartbomb mines, shaped charge mines, lockbreaker mines, energy neut mines, webber mines, bubble mines, etc.
Caldari Racial Purity
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Creok Mantaur
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Posted - 2010.02.19 23:00:00 -
[14]
Originally by: Blue Dragon Creok, I don't know what the deal is but I still have mines in my hangar from back when they were used more often, so I don't think they were removed at all. Just made much harder to find. I'll check tonight but I'm thinking I might be able to reverse engineer the ones I have, we'll see.
I still have alot of gear from special events. Snowball launchers, melted snowballs, fullerine and bone fragments... Anyone remember that Jovian that scattered himself across the cosmos here?
They weren't really removed, it's just you can't use them. They are a constant trap for unsuspecting contract buyers today :) I just think that they were removed in haste and they could have been fixed. I think the idea of restricting them to nullsec is the best idea, and besides, nullsec alliances need this sort of thing to protect themselves.
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Vespoi Filar
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Posted - 2010.02.20 01:19:00 -
[15]
We absolutely do not need mines back in this game at all. In any form, with any supporting ship types, using no matter what the hell configuration!
Nullsec and Losec would become a frickin wall to wall minefest 2010!
There is no condition where this idea is either...
A) Overpowered B) So underpowered that it is useless and hence a waste of time to implement
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Chaos Incarnate
Faceless Logistics
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Posted - 2010.02.20 01:33:00 -
[16]
yeah, mines are a bad idea at present. with lag on jumpin, bubbles, gatecamps, and local being the only intel tool we really have, the defender is already at a heavy advantage, adding mines to it would only make it worse
that's not to say that i couldn't see any time in which they'd be reintroduced, but there's no sense imbalancing the game further _____________________ Horrors! Demons in the deep! |
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