Forums » Suggestions

Increase Mine Ammo Capacity

Dec 04, 2005 fooz2916 link
We get 12 Jackhammers per tube. 14 Stingrays, and they seek. 12 Sunflares per tube in a SMALL port weapon. So mines, which don't need the fuel or engine to travel 75 m/s, get only 4-6.

Make minefields plausible and bump up the ammo capacity. Suggesting:
L-mine: 10
Prox: 20
Conc: 30

It's not a big issue, but it's just tweaking 3 numbers. And it would be some feat for someone to abuse these enough to regard them as unbalanced.
Dec 04, 2005 roguelazer link
I still say it'd be highly cool if mines could persist in sectors after their dropper warps... And I agree with you on this. It always struck me as -particularly- odd that Concussion Mines have less ammo than Proximity Mines.
Dec 04, 2005 Lord Q link
you don't se how more than doubling the number of mines per launcher makes it more abusable?
Dec 04, 2005 Beolach link
I'm OK w/ the capacity increase, and I'm for the mine persistance after the layer leaves the sector, but on the latter it should only happen at the same time or after mines are made more easily targettable.
Dec 04, 2005 icbm1987 link
Targettable mines are the key.

Just like targettable warheads are needed before avalons can come back.

But yeah, this would be cool.
Dec 04, 2005 Suicidal Lemming link
Concussion mines are particularly nasty in clusters, which might be why their capacity is lower than proximity.
Dec 04, 2005 Celkan link
Particularly FUN you mean :D

I remember making Monk bounce like a pinball in the tunnels of the Odia M-14 station with a single one of those things ^^
Dec 04, 2005 Shapenaji link
CONCATAPULT PLUG!

jeez, 30 concmines per person :) those are teh REAL thing
Dec 04, 2005 genka link
I'm all for more mines. Makes spelling out naughty words easier.
Dec 05, 2005 Spellcast link
Actually the key to making mines less exploitable is 2 parts.

the first part, as beo mentions, is making the mines targetable.

the second part is making the station gaurds react to mines being deployed in a NFZ as if it was an attack on another player. Right now (unless i'm mistaken) they dont respond until the mines have damaged someone, which would make it very easy to set up a huge minefield around a station's docking bays.
Dec 05, 2005 Lord Q link
or you could just have the SG destroy all mines in the NFZ, they don't nesesarily have to attack the minelayer untill somone hits a mine.

all and all i'm for there being more mines, but you know, there is the issue of making a spitefully anoying weapon more spaiefully anoying, especaily with the potental rise of a Troll/Ganker guild on the horison
Dec 05, 2005 Shapenaji link
making some mines sustainable would be nice too,

if they're targettable, and it doesn't fix the problem of mining stations.

One could even have mines last longer while a player is in the sector.

say 20 minutes while a player is in, and 10 minutes if the player leaves.

I also think that even with the SF fixed to deal with mines and minelayers, there is a problem, a player can home in Corvus, go out and start laying mines, splode, appear outside again and keep laying, even if they die, they can keep replenishing the mines that are lost.

I think that perhaps, the best way to deal with that is to make someone that dies while violating the station restrictions (in grey only, nation space would lead to complications) would be sent to a random location. Making sustained attempts at mining a station impossible.
Dec 05, 2005 Lord Q link
why not put a "minesweeper gun" or two on every station. it would be a HAC's beam cannon, that only fires on mines. that combined with the SG would make mining a station require a lot of skill or at least a lot of trial and error to finde a way around the defences.
Dec 05, 2005 zamzx zik link
yeah, but like you said on the STATION

kinda like homeing flecchlett :D
Dec 05, 2005 Harry Seldon link
What would actually be really interesting, is Asteroid-mounted weapons that protect the station. From both mines, and people ganking dockers/undockers, and so on.
Dec 05, 2005 Lord Q link
well i was just thinking the mines so people wouldn't complaine, but if it attaked anyone KOS i'd be fine with that too
Dec 05, 2005 Cunjo link
"the second part is making the station gaurds react to mines being deployed in a NFZ as if it was an attack on another player. Right now (unless i'm mistaken) they dont respond until the mines have damaged someone, which would make it very easy to set up a huge minefield around a station's docking bays."

Station Guards will attack mines if they see them in an NFZ (or even way out away from the station... trust me - I tried conc-mine catapaulting in a station sector once... ugh) they don't - however, mark you as TKOS until someone gets hurt. This isn't a problem or explitable, except for one little detail... a bug in Lmines allows you to deal damage to players in the NFZ without getting TKOSed unless the Lmine hits someone with splash on detonation.

I disagree on the amounts you posted - way, way too high... though I would like to see maybe a 5-mine cap on Lmine launchers, and a 12-mine cap on concussion mine launchers.

Prox mines are good at 10... if you can't fend someone off with 10 prox mines, either you're too bad at using mines to get away with them, or they're too good to be caught by mines and will kill you anyway.

It's really not as if they're underpowered.. people already use Lmines and some prox as ofensive weapons, so giving them too much more ammo would encourage abuse.

Still, 4 lmines isn't enough for a successful escape from more than one person... better make it 5.

sooo...

in order of aquisition:
Conc: 12 mines
Prox: 10 mines
Lightning: 5 mines