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Aeolus Surge Mines
Stats
Required licenses/standing:
5/-/5/6/-
Admire standing
Capacity: 10 mines
Delay: 2s
Damage: 0
Splash Radius: 80m
Power Cell Drain: 250
Detonation: Proximity (70m)
Lifetime: 15 minutes
Grid Usage: 4
Mass: 1500kg
Volume (as cargo): 1 cu
Notes
A defensive mine intended to be used in conjunction with either concussion, lightning or proximity mine to knock out a pursuing vessels power cell. It's more effective at stopping pursuits than a regular mine but you won't give out any damage. The concept is pretty simple, it's a prox mine clone that drains 250 power instead of damage.
This is the traders answer to the PCB; the 'drain my powercell and i'll drain yours worse' answer.
It comes with its own set of draw backs though, like regular mines if they're hit with fire they'll detonate causing you to lose your powercell instead. I'm not sure if the new IFF rules would prevent this draw back, but it is important that it functions this way for balance reasons. Deploying mines effectively is a skill like any other, magical immunity to the effects of your own mines should be a design no-no.
Required licenses/standing:
5/-/5/6/-
Admire standing
Capacity: 10 mines
Delay: 2s
Damage: 0
Splash Radius: 80m
Power Cell Drain: 250
Detonation: Proximity (70m)
Lifetime: 15 minutes
Grid Usage: 4
Mass: 1500kg
Volume (as cargo): 1 cu
Notes
A defensive mine intended to be used in conjunction with either concussion, lightning or proximity mine to knock out a pursuing vessels power cell. It's more effective at stopping pursuits than a regular mine but you won't give out any damage. The concept is pretty simple, it's a prox mine clone that drains 250 power instead of damage.
This is the traders answer to the PCB; the 'drain my powercell and i'll drain yours worse' answer.
It comes with its own set of draw backs though, like regular mines if they're hit with fire they'll detonate causing you to lose your powercell instead. I'm not sure if the new IFF rules would prevent this draw back, but it is important that it functions this way for balance reasons. Deploying mines effectively is a skill like any other, magical immunity to the effects of your own mines should be a design no-no.
Maybe replace the concussion mine with this?
But then how would we concapult?
Concussion mines have a place too, I don't see a need to remove something to add something else.
More feedback on this idea is welcome, but I've also been thinking of the idea of mine-applications of energy drain since it first came up in dev discussion. Any mine should be destructable by any player now, although I'm not sure if the effect will impact the "owning" player or not. I agree that this would be beneficial.
More feedback on this idea is welcome, but I've also been thinking of the idea of mine-applications of energy drain since it first came up in dev discussion. Any mine should be destructable by any player now, although I'm not sure if the effect will impact the "owning" player or not. I agree that this would be beneficial.
Jumpgates maybe? Idk
-1 to OP. Totally out of touch with what this game needs.
The power disruption field is what a I really had in mind when you said "drain mines". That is where the new persistent mine feature will really shine; allowing players to strategically create ambushes for enemy pilots.
This mine is a no-brainer really; it's not particularly effective on its own unless the enemy doesn't anticipate it. Where it really shines is in combination with a lightning mine because the drain will ensure it stays closer to the mine for longer, taking more damage, or a concussion mine where the enemy is both concussed and unable to turbo after the target.
I have many more suggestions for inserting drain mechanics into weapons, all to come.
This mine is a no-brainer really; it's not particularly effective on its own unless the enemy doesn't anticipate it. Where it really shines is in combination with a lightning mine because the drain will ensure it stays closer to the mine for longer, taking more damage, or a concussion mine where the enemy is both concussed and unable to turbo after the target.
I have many more suggestions for inserting drain mechanics into weapons, all to come.
+1
Instead of an explosion how about it looks like an lightning mine. And make it a turret weapon with a 30 second firing delay :)
There really should be balance in any game. If you're going to allow a power drain weapon for the chaser, why not have one for the chasee?
I would warn about where all this could go though. I'd not progress beyond the basic offensive/defensive weapons on power drain, as they could easily be used as griefer weapons.
I would warn about where all this could go though. I'd not progress beyond the basic offensive/defensive weapons on power drain, as they could easily be used as griefer weapons.
For the record, I tried putting a drain mine into the game tonight, but it didn't work. So, Ray will have to look at that, when he gets a break from trying to finish persistent capships (maybe Fri night, we'll see).
FYI that I am trying to add stuff. Not a huge redux of ship capabilities and prices and mutual standing exclusion yet, but.. trying to move in that direction.
FYI that I am trying to add stuff. Not a huge redux of ship capabilities and prices and mutual standing exclusion yet, but.. trying to move in that direction.
This is great news, just to reiterate its this one; the l-mine style one that's the most useful and interesting one, these ones are good too but they aren't anywhere near as good for creating new gameplay as the drain field.
Noted, but we aren't there yet. We haven't gotten it to work at all yet, let alone in a lightning mine situation.
Bah! What use are you!
Oh Shaddup esp. Play the fuckin game
Get a job kierky
Kierky's job isn't the forums?