Forums » Suggestions

Use a different shape to indicate mines on radar.

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Jul 11, 2014 abortretryfail link
Just like the subject says. Use a shaped blip to differentiate mines from missiles/rockets/torpedoes on radar.

In a sector with a lot going on, it's difficult to tell which is which without pointing your crosshair at it and using +zoom.

In a sector with a lot going on, stopping to +zoom and inspect the mines is likely to get you blown up. :)
Jul 11, 2014 lance dogerty link
-1 To anything that makes mines easier to see.

May not be a shared point of view, but I find it ridiculous that they show up on radar at all. To keep them more "mine like" I feel you should get a warning if there are mines in the sector (like the modern mine field signs) But avoiding them should be based solely on seeing them with the naked eye, and not flying into range of their prox fuse. Mines should be hidden traps, not the propulsionless rockets with a 30 minute lifespan that they are now.
Jul 11, 2014 Dr. Lecter link
-1 for reasons just stated.
Jul 11, 2014 tarenty link
-1 OP; +1 to dogerty.
Jul 11, 2014 greenwall link
Propulsionless rockets? .... what?

+1, however for GAMEPLAY REASONS (which is the ONLY consideration that is/should be relevant) I think it would be better if such differentiation was exclusive to certain higher level ships. The UDV comes to mind.

Comparing the mines in this game to modern mine fields is (sorry) completely pointless and irrelevant. Now, I'd be all for some kind of stealth mine, but making all mines undetectable is absurd. Also, Dr. Lecter is irrelevant.
Jul 12, 2014 Surbius link
In reference to lance dogerty's suggestion to remove mines from the HUD radar map, it should go further by removing the radar itself. Detecting mines is a bunch of high-tech gobbledygook and being able to detect anything at all bends the rules of logic too far. But don't stop there, since cargo can be infinitely compressed into tiny neon glowing cubes of magic make it so that only 1cu can be contained per container, that would fit nicely with the 50,000cu premium subscription to your local station. But don't stop there, you know this whole HUD thing is a bit of stretch of the imagination being able to have numerous readouts of information at the ready it's just unreal and completely illogical and should be removed immediately because we have no time to decipher all of that nonsense. But don't stop there, this whole notion of fast travel between points is fantasy physics for a fantasy world, jumps between sectors, warps between systems, and 'turboing' between two points within a sector should be removed entirely. But don't stop there, the whole idea of 'flying' space ships is dubious at that, remove all space ships, vessels, stations, cows... You know what? Remove space itself because having a medium of interaction just goes beyond the pale of reason when it comes to experiencing the grittiness of reality. But don't stop there...
Jul 12, 2014 greenwall link
heh
Jul 14, 2014 DeathSpores link
mines should never show on radar, they should look like standard lil' roids. Unless ye equip a mine detector on a S port :p
Jul 14, 2014 abortretryfail link
So, you're telling me I shouldn't even be able to see even my own mines? That's silly.

Making mines stealth to other people or new addons to detect them are both good suggestions, but are tangential to this. This thread is about how Vendetta's radar display sucks and one way to improve it.
Jul 14, 2014 UncleDave link
Lightning mines are literally pulsing and arcing with electricity. You're going to be able to detect those no matter what garbage pseudo-science you use to justify them being "stealth". In fact, having them show up visibly as pulsing blue lightning bolts on the radar would make them better fit the deterrent role.

Proximity/concussion mines, on the other hand? Those would only be sending out tiny radio pulses to detect and identify really nearby craft, so good luck pinpointing those until you run into them. Unless you put them out there, finding them would be a case of flying forward and hoping you spot them before they explode.

So yes to displaying lightning/drain mines and other high-powered deployables, but no to displaying enemy proximity/other explosive mines.

I'm making this into the super official mines thread now, so why don't we have deployable, automated minelayers that ejaculate mines within x hundred meters? Load em up with a few dozen mines and let them go to work.
Jul 14, 2014 Death Fluffy link
In that case, missiles and rockets shouldn't show up on radar either, nor should you get a warning beep when you've been targeted by missiles.

It's bad enough you can't target the damned mines.
Jul 14, 2014 greenwall link
you can target the mines, just not the same way u target other things
Jul 14, 2014 Death Fluffy link
Secrets! Must learn!
Jul 14, 2014 abortretryfail link
Those would only be sending out tiny radio pulses to detect and identify really nearby craft, so good luck pinpointing those until you run into them.

Isn't that the literal definition of "radar"?

You have to go out of your way to engineer things so that they don't get detected by radar, not the other way around.
Jul 14, 2014 SkinWalker link
Mines should show up on radar. But as grey dots -just like asteroids and rocks.

Rockets and flares on the other hand, should be targetable and/or at least shootable.
Jul 14, 2014 Shadowhawke link
I actually like the idea of only showing your own mines unless have a sweeper equipped to an S-port. However, I also feel that mine launchers should have higher capacity and that the mines last much longer. Also +1 to cloud dispersal launcher.
Jul 15, 2014 DeathSpores link
increase mine limit per sector to 65535, duration for lmine to 24h, perpetual for all other.

You want to see your mines draw a map or put a cross on you screen where you layed them :p

There is nothing more fun to see a player blown by its own mine.
a classic mine should stay a dumb thing and blow anything that comes near including the mine layer; add a delay for activation.
Jul 15, 2014 Pizzasgood link
There should be both dumb-mines and smart-mines. Dumb mines would be stronger, undetectable (or at least indistinguishable from roids), and have longer fuses, but no IFF. Smart mines would have the IFF, but shorter fuses and less strength, and they'd show up on radar when you're within 150% of their prox range.
Jul 15, 2014 meridian link
Lol, so a mine with a 30m prox would show up on radar when you are within 45m? Any mine with IFF should show up on radar period.
Jul 16, 2014 UncleDave link
My logic is simple (like me).

Rockets and missiles move, spray burning fuel behind them, and in the case of missiles, alter their trajectory to rub their face on you. They also move at a predictable rate. Easy to detect and flag up.

Explosive mines would emit juuuuust enough of a radar pulse to interact with IFF systems within proximity trigger radius- if a mismatch is detected, boom. Unless you have something with a much more powerful scanning system than the mines, you're not going to detect anything more than background noise until you're almost within range of them.

Simple!