Forums » Suggestions

Make mines targetable

«123»
Jan 26, 2017 incarnate link
Ok, then make a thread about that topic.
Jan 26, 2017 abortretryfail link
We have, and you're already good with trying it. But I'm not allergic to repeating myself or others, so I'll do a new thread later.

Here's few links from the search for starters.
https://www.vendetta-online.com/x/msgboard/3/32220
https://www.vendetta-online.com/x/msgboard/3/32220#385613

https://www.vendetta-online.com/x/msgboard/3/31448#377146
Jan 26, 2017 Inevitable link
1. TU mines are not necesarrily instakill
2. Tu mines are not easy to make

Quit making arguments based on lies.
Jan 26, 2017 bojansplash link
Ability to target mines was actually nice.
In targettools plug-in there was/is an option to "target in front" with that you could target anything - from station components (docks and stuff) to mines.
That function is now obsolete since mines and other non targetable objects cannot be targeted anymore.

Targettools plugin was freely available on voupr.com and I am sure a lot of players still use it for coordinating attack at their enemies since it prints out your target in guild/group chat.

If Incarnates vision is to improve the mines and add stealth/invisibility to them, I think we could also get some mine detector widget that could provide some help in avoiding mine fields.

Maybe make mines visible as some widget specific range (500m) and targetable for whomever has that widget equipped on their ship?
Jan 26, 2017 Pizzasgood link
-1. Anything on the radar should be targetable, but I don't think mines should normally be on the radar in the first place.

Aside from wanting stealthy mines, a concern I have regarding easily targetable mines is that you could equip missile turrets on a Moth, Atlas, or whatever, then cruise slowly through the sector and let a plugin spam missiles at any mines that pass within range. That's too easy. Now, that concern is dependent on whether missiles can explode mines; I've never tried it so I don't know if using missiles to kill mines would actually be a problem. However, I do think that darting behind a minefield so that the mines detonate incoming missiles should be a viable tactic if it is not already. Bonus points if they weren't even your own mines.
Jan 26, 2017 CrazySpence link
TU's arent instakill.

I need to drop 2 if I wanna make sure i nail a prom, rag, taur, behemoth etc.
Jan 26, 2017 davejohn link
I have personally never used the target tools plugin. I have been popping mines by the old manual looking at them method for years, so it doesn't affect me. I am however told that it is very difficult to do on mobile devices.

We now have all and sundry flying goliaths and there are many dents ingame, in which a ship can reload mines, making laying lots of them much simpler than it used to be.

So it does affect newer players who are increasingly faced with large randomly dropped minefields, but have no practical method of dealing with them.
Jan 26, 2017 joylessjoker link
So it does affect newer players who are increasingly faced with large randomly dropped minefields, but have no practical method of dealing with them.

False. Aiming is possible, just more difficult. Plus, they have access to ec-89s. All they have to do is home at a nearby station and run 89s into said mines.
Jan 26, 2017 Hoban-Wash-Washburne link
Then they can stay in nation space till they figure it.
Jan 26, 2017 davejohn link
Washboard, stick to being a mobile laundry, rather than trying to look like you can actually kill me. It kinda suits you.
Jan 26, 2017 Hoban-Wash-Washburne link
So you do it the old fashioned way? Then why did you start this thread? Oh let me guess so you can tell tgft newbs you did it for them and then up the membership dues.
Jan 26, 2017 Death Fluffy link
It's pretty asinine that tridents provide infinite reloads and repair. The ability to do either should be something purchased to 'have supplies on board' the trident which are then depleted as they are used. These 'supplies' should either have a dedicated capacity or take up part of the ships cargo space. It's silly to be able to freely reload something like the TU mines that iirc cost a fortune at stations or infinitely repair ships for free.
Jan 26, 2017 BigNasty317 link
Magic ™
Jan 26, 2017 incarnate link
It is asinine. But, it's what we have right now. It dates to an era when capships were mainly NPCs intended (in part) for people to be able to re-arm during Deneb-esque battles. Military ships should probably always give free repairs and re-loads during military engagements, to people on the respective military; but that's very much the rare exception these days, and not the rule.

A fully inventory-based setup (using "supplies") would be involved to implement. But, I've already been investigating options for making it incur some cost, for the moment.
Jan 26, 2017 Hoban-Wash-Washburne link
So in other words the only benefit of having a cap ship is going to get nerfed?
Jan 26, 2017 Mi5 link
If you want free reloads you should use the conq stations Wash.

Would be nice to be able to charge people for reloads hehe
Jan 26, 2017 Dr. Lecter link
So in other words the only benefit of having a cap ship is going to get nerfed?

Yeah, it's TOTALLY the only benefit. Snort. Chuckle.
Jan 26, 2017 abortretryfail link
Here's a more in-depth suggestion post about how I feel we can improve mines, targeting, and radar addons.

I think this could be implemented without making major changes to the game.
Jan 26, 2017 look... no hands link
I have an idea. It is based on a few assumptions, I will list them first.

1 Adding a "clone" of an existing weapon into the game can be done easily, copy, paste, rename, etc.

2 Making mines radar invisible is easy, station parts aren't visible on radar and they certainly exist.

3 Changing the 'radar visible' state is doable on the fly, like with an add-on that I will call a Mine Scanner.

4 Changing the mines from non targetable, to targetable on the fly is doable.

If the first two are true, why not add new mines, basically copies of the old ones that are stealth? Make them weigh and cost more. My best off the cuff guess would be double the weight and 3 times the cost.

The stealth mines should always ignore NPCs as I have in the past spawned convoys to act as Chinese minesweepers for me, clearing the way and sometimes leaving me presents. This would also limit the risk of NPCs blundering into the mines, wasting ordinance.

If all four are true then a Mine Scanner could be added that would make normal mines target able, and stealth mines radar visible at something like 1km. That should be enough for a ship with an alert pilot to stop and pick its way though, or simply blast it's way through. The el chepo mines on the other hand could be then easily dispatched but, you get what you pay for.
Jan 27, 2017 Death Fluffy link
Thanks Incarnate. I'm glad to hear you've been thinking about this.