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Saturous
MetaForge Ekliptika
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Posted - 2007.09.14 18:59:00 -
[1]
Edited by: Saturous on 14/09/2007 19:04:56 Edited by: Saturous on 14/09/2007 19:04:01 I'm sure this topic has been reviewed already, but I don't have time to shuffle through all the topics in search for it so I decided to make a new one.
Taking into account the Bomb Launcher already exists, the Bomb Launcher is on a timer. Why not have something which considers distance?
Say for example you get too close to a 'mine' it explodes. That would be our first difference.
The Advantages
- With Mines, approaching them would be dangerous, even fatal to smaller ships. Making a pilot avoid a Mine gives a strong connection between the weapon at threat and the environment. - Mines can easily be avoided, encouraging more manual manoeuvrability. - Allowing only a certain number to be launched at any one time whilst still in existance, by a pilot, can prevent Spam mines.
The Disadvantages
- Smaller ships, not paying attention to the surrounding area in 0.0 could become insta-popped. Mines work like Proximity Smartbombs. - Large groups using the ship required may spam a system with mines, creating a 'Minefield'. Whether this is a disadvantage, or a strategy, that is open for debate. - Mines cannot damage your own ship, but may damage other friendly ships nearby. A mine is registered to the Launcher, not the gang.
Which ship should be able to use these?
Given it was possible to equip all ships with 'Mine Launchers', this would swiftly change the universe of EVE, one way or another. A way to prevent this, is to restrict the launcher to Stealth Bombers. Since Bomb Launchers and Mine Launchers have a strong connection, this would seem logical.
How many can you launch at one time?
Mines, unlike Bombs, wouldn't necessarily cause as much damage as a bomb. Because of this, any one pilot could place multiple mines in the same area. Here was an idea I had for a skill;
Skill: Mine Configuration Info: Helps the launching of multiple mines, creating a small minefield. +1 mine per skill level.
Which skill increases the damage which the mines can cause? None, mines have a fixed damage which varies on the ship's resistances.
What other skills would be needed to possibly seed this module in the future? Again, ideas I had which can be commented on were;
Mines - Allows the use of mines to be launched. 5% reduction to the powergrid cost of mine launching per skill level.
Countdown Adjustment - With the help of improving the quality of the timer system built inside the mine, the mine can exist for a longer period of time. 1 Minute per Skill level.
How long would the mines last for?
The original idea I had was for the mine to last 5 minutes before self-destructing, causing zero damage. For every level trained of Countdown Adjustment, a minute is added on, allowing with perfect skills, 5 mines to stay in space for up to 10 minutes.
I jumped through a 0.0 stargate and ended up in a bubble surrounded by mines, that isn't right!
Mines, work the same way as smartbombs. You cannot set them off too close to the gate or any other Celestial object. Mines, cannot be placed too close to a gate. An idea would be 5000 metres.
So I warped to a gate and in front of my warp was a line or mines flashing away. What the...?
Mines cannot damage a ship in mid-warp, given you'd warp past that line of mines and onto the gate, they wouldn't be close enough to damage you when you finish warping.
Lastly, sorry for the text, I couldn't find the font to match that of EVE's. The images used are sample images, Lastly, the attributes section has been ignored to reduce debates.
Bibliography:
Mine Launcher: http://www.the-junkyard.net/images/weapons/tvengeance/deploy_mine.jpg Ammo: http://www.moonpointer.com/media/1/20060302-189.jpg
Image of Launcher and Ammo here
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ViolenTUK
Gallente Vindicated Exiles 3asy Company
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Posted - 2007.09.14 19:30:00 -
[2]
Mine launchers are a great idea. They were a part of eve in the beggining but they were removed due to the lag they caused when they were spammed around gates. I dont know why they were abandond they could have been reworked. There could have been a reduction in the amount of mines that could be deployed and where they could have been deployed and im sure it would have worked fine.
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Clansworth
Point-Zero SMASH Alliance
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Posted - 2007.09.14 22:55:00 -
[3]
not just the lag concern, but there was also a major griefing aspect to them... people were commonly spamming noob stations with them.
Prospector Class |

ViolenTUK
Gallente Vindicated Exiles 3asy Company
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Posted - 2007.09.14 23:16:00 -
[4]
Disallowed use near stations? Prohibition in certain security systems?
www.eve-players.com |

Warden Nightstar
Caldari
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Posted - 2007.09.15 03:50:00 -
[5]
Mine launchers certainly could make a comeback now that the game system is more robust, although I believe this is what they intend Stealth Bomber Bombs to be (once they change them to travel to the target). The modern game system allows prohibiting the use of certain modules in certain security levels (like cyno fields in empire, and interdictor fields above 0.0), from having more than a number of a certain thing active (can only have 1 per type active at once), to things expiring after a certain time (jetcans, probes, etc.). End result is that the game world nowadays could easily support mines. However, I think they are reintroducing them as Stealth Bomber Bombs.
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UniqueOne
Caldari Resistance is Futile Mass Destruction.
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Posted - 2007.09.15 05:42:00 -
[6]
I think mines should be reintroduced, but as "minefields" instead of single mines.
You would anchor the "minefield controller" like a warp disrupt bubble, after anchorring it would cloak to everyone but the owner, their corp, and their alliance. Enemies would need to be able to scan down the minefield controller in order to destroy the minefield. You should not be able to anchor a second minefield within 100km of another.
Anywhere within the bubble would cause damage to ships (server side timed damage values - with client side effects seperate to reduce lag).
The advantages of this idea over normal mines are as follows:
1. Very little chance of lag. A single minefield will use extremely low bandwidth. It's a single object as far as the server/client is concerned. Its no different to a cargo can or a warp bubble... 2. The minefield could be unanchorred by its owner and moved later. 3. The minefield lasts until it is removed. 4. Theres probebly other advantages, I just cant think of them right now :)
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Del Narveux
Dukes of Hazard
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Posted - 2007.09.15 10:53:00 -
[7]
Mines would be good, yes. But instead of the crappy ones we had back in Castor mines need to be big, high damage, expensive, and anchored/shootable like secure cans (cant be spammed). _________________ [SAK] Alumnus--And Proud Of It! -- aka Cpt Bogus Is that my torped sig cloaking your base?
Originally by: Wrangler Well, at least we have forum PvP..
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Saturous
MetaForge Ekliptika
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Posted - 2007.09.16 11:43:00 -
[8]
Shootable yes, I agree. At least you can defend yourself if this was a possible method of removing them.
As for stations, the same could apply. Add a distance penalty to the anchoring of a mine, or a minefield as mentioned.
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Erotic Irony
0bsession
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Posted - 2007.09.16 11:51:00 -
[9]
we have bombs, consequently mines won't see the light of day ___ Eve Players are not very smart. Support Killmail Overhaul
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Saturous
MetaForge Ekliptika
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Posted - 2007.09.16 21:49:00 -
[10]
We also have multiple types of gunnery weapons. We also have 2 types of modules which in both ways, boost scan resolution. What difference does it make? The differences between Mines and Bombs have clearly been stated.
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Dillon Arklight
Unit 14
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Posted - 2007.09.16 22:06:00 -
[11]
Personally i believe that re-introducing mines at this stage of the game would be a mistake. The "lag monster" still isnt defeated and adding potentially hundreds of calculations to a fleet battle would set back what has been achieved through optimization. Mines arent something that would be used a few at a time, when an alliance needs to defend a system they would deploy them around a strategic gate or pos in their hundreds no matter the cost. However i do like the idea that eventually mines could be re-introduced. Mine fields sounds especially exciting and their use with exploration would be incredible.
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