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Jason Edwards
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Posted - 2008.05.25 14:45:00 -
[1]
Bring Mines back!!! I see the bpos being spread around constantly. Python mines for example.
My understanding is that they were removed because people would shoot mines and then later when they were in high sec someone would be hit by the mine and the person got flagged and concordokkened.
Easy fix... make it so all mines are destroyed as soon as you leave the system. Just like probes.
That way someone can grab a few hundred mines and plant them at the gate coming into your system. ------------------------ "There was this bright flash of light - and now this egg shaped thing is on my screen - did I level up?" |

Kame Malice
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Posted - 2008.05.25 15:49:00 -
[2]
Or better yet, simply make it so you can only plant mines in no sec, thus no flaging, and no sec loss. and make a specialty ship that is the only ship than can deploy mines...
I've been musing on this idea myself. :)
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Alex Salas
BROTHERHOOD OF SPARTA Dominatus Phasmatis
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Posted - 2008.05.25 16:14:00 -
[3]
0.0 Is the best for this idea.
I would have a field day in Jita 
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Jacob Mei
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Posted - 2008.05.25 17:34:00 -
[4]
Id say only allow it in low sec/0.0. I cant see the empires taking kindly to an independant individiual filling their space with dangerous floating proximity explosives. -------------------------------- To borrow a phrase:
Players who post are like stars, there are bright ones and those who are dim.
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CrestoftheStars
Recreation Of The World
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Posted - 2008.05.26 00:06:00 -
[5]
you haven't really thought this though obviously...
so lets look at it, mines are introduced, from now on everytime you jump to a system that is camped you are instant dead without any chance of anything becouse of mines.
you jump in a fleet, instant dead by mines etc etc.
if this should work, mines should have a timer that wasn't too long, saying it took 5 seconds to lay each of them and after 5-15 minuts or so they would explode. then it would be balanced (or half balanced anyway ___________________________________________ Whoever appeals to the law against his fellow man is either a fool or a coward. Whoever cannot take care of himself without that law is both. For a wounded |

Raymond Sterns
Utopian Research I.E.L. The ENTITY.
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Posted - 2008.05.26 02:36:00 -
[6]
Mines would be nice. |

Hesod Adee
Xen Of Onslaught
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Posted - 2008.05.26 04:19:00 -
[7]
Edited by: Hesod Adee on 26/05/2008 04:18:59 To deal with the gatecamp issue, make mines trigger on anyone after they go active, including the person who set them.
You mine a gate your alliance uses, you get alliance members ****ed at you.
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Aleis
Playboy Enterprises Dark Taboo
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Posted - 2008.05.26 05:09:00 -
[8]
Edited by: Aleis on 26/05/2008 05:16:09 Edited by: Aleis on 26/05/2008 05:13:24 mines had a number of issues not alone the flagging one. The other major issue was that they created massive lag as the server would have to keep track of hundreds of entities that all have proximity explosives, and what not.
Now don't get me wrong i loved them when they were out. but they would have to be extremly thought out to make them A. feasable server wise, and B. not over powered.
One idea i had was that mines wouldn't be layed individualy, but a single entity that would represent a Field. so for example you would have a 4 mine fields in your cargo that when deployed each would take up a certain volume in space like current bubbles.
Damage would be determined by flying through one you would take damage by distance traveled, That would then be reduced by sig radius and velocity. Representing smaller ships coming into contact with less Mines in the field, and the velocity to represent the mines not activating on time.
Also to avoid Massive concentrations make it so no two mine fields can over lap, such as the 5k minimum between anchored cans. and make each count as a deployed drone, therefor limiting the number that individuals could release. Taking up drone space which has always been a drain on server resources, and preventing a single person with enough time to create a Death cloud.
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