Forums » Suggestions
Mine time outs.
Very simple, give mines a significantly longer time out period, as well as eliminating the whole "mines disappear when you leave the sector" aspect. This would allow them to be used for more than an ineffective deterrent to piracy, it would give them actual military value.
Mining stations would still be pretty well useless as Station Guards destroy any mines they see and SF is launched as soon as anyone is damaged.
Mining stations would still be pretty well useless as Station Guards destroy any mines they see and SF is launched as soon as anyone is damaged.
+1
Great idea, this will make blockades and general defense much more interesting.
Mining stations would still be pretty well useless as Station Guards destroy any mines they see and SF is launched as soon as anyone is damaged.
Mines do not currently disappear when the mine layer docks, so it wouldn't change anything in that regard. However, it does raise the issue of what happens if mines are left in a station sector by someone who leaves said sector. How would the NFZ laws treat them?
Mining stations would still be pretty well useless as Station Guards destroy any mines they see and SF is launched as soon as anyone is damaged.
Mines do not currently disappear when the mine layer docks, so it wouldn't change anything in that regard. However, it does raise the issue of what happens if mines are left in a station sector by someone who leaves said sector. How would the NFZ laws treat them?
+1
It doesn't matter if who laid mines is nearby, docked, or half universe away. The consequences remains the same.
It doesn't matter if who laid mines is nearby, docked, or half universe away. The consequences remains the same.
This could be potentially damaging to traders who do use the mines for defensive purposes. Say they drop a mine to cover themselves from a pirate, but it doesn't detonate. Later, a convoy may pass the mine and set it off, giving the trader a huge faction standing hit.
Tough. That's what they get for strewing explosives around carelessly in monitored space.
Of course there is no issue in greyspace, unless they catch a CTC convoy.
Though I don't see why the CTC convoy should be able to know who laid the mine if it is unmonitored space and they show up after the fact. But that is a minor detail that could be worked out at the dev's leisure.
Of course there is no issue in greyspace, unless they catch a CTC convoy.
Though I don't see why the CTC convoy should be able to know who laid the mine if it is unmonitored space and they show up after the fact. But that is a minor detail that could be worked out at the dev's leisure.
solution1: remote detonator
solution2: Must hold fire button over 3s for long lasting mines.
solution2: Must hold fire button over 3s for long lasting mines.
+1.
I would suggest a small faction penalty (excepting Corvus) and a fine (extra for Corvus), ShankTank. Gunther, there is no mine other than the biocom mine (very rarely used) that can cause that much damage. You'd need half a tube of proximity mines layed on a very careful course to even kill an atlas. CTC bots destroy mines the instant they appear.
I would suggest a small faction penalty (excepting Corvus) and a fine (extra for Corvus), ShankTank. Gunther, there is no mine other than the biocom mine (very rarely used) that can cause that much damage. You'd need half a tube of proximity mines layed on a very careful course to even kill an atlas. CTC bots destroy mines the instant they appear.
Another issue is BioCom mine spam outside of conquerable stations. Perhaps certain mines should have caps on how many can be active at once.
I'd suggest making the maximum mines deployable at once 2 or 3 times the capacity of the launcher, and having 2 launchers doubles the maximum, etc.
Good thoughts, all. +1
Given the cost of reloading biocom mines, I don't really see an issue with mine spamming them.