Forums » Suggestions

Allow Unlimited Mines in Sector

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Jan 27, 2017 We all float link
Now that TU mines cost 500k a piece to reload in cap ship, Its time to remove the sector limit. Allow us to drop as many as we want.
Jan 27, 2017 incarnate link
I'm not going to make it "unlimited".. people could hurt the server (or at least, that sector) with too many collidable objects.

But I could raise the limit, I guess?

I could also increase the lifetime of regular mines?

Those are all possibilities.
Jan 28, 2017 Xeha link
+1 to raising limits and increasing lifetimes of all the mines.
shame on the 500k reload price!
Jan 28, 2017 The_Catman link
+1 to this, (and reduce the TU price...)
Jan 28, 2017 Niki link
+1 to raising limits and increasing lifetimes of all the mines.

Yeah, this would make mines slightly less useless.
Jan 28, 2017 Stylezmaster link
+1 to Incarnate's suggestion.
Jan 28, 2017 Luxen link
+1 incarnate
Jan 28, 2017 We all float link
Hi Incarnate,

Thanks for the reply. I slept on the issue and have come up with a modified suggestion:

1. Increase the damage the TU does. No non-capital ship should be able to survive a direct TU blast. Up the damage to 21000.
2. TU mines cost 500k to reload. This is the same cost as the warranty on a Trident. This is a big ticket item so let them sit around in the sector for 6 hours before timing out. Because of the cost, there won't be massive fields of them.
3. Drop the energy needed to deploy them to 0 (like other mines).

---

4. Introduce long life versions(Extra Life/EL-mine) of the drain/prox/conc/L-mines. They would cost much more (or be manufactured), have less per launcher but would last 4 times as long in a sector. (and would cost credits to reload in a capital ship).
Jan 28, 2017 Ore link
+1 to lowering the cost of the TU refills to 150,000. Why did I build this trident again?
Jan 28, 2017 Sieger link
Whoops? Now the enemy is all for upping the TUs damage? Strange. ;-)
Jan 28, 2017 Ore link
We all Float is suggesting it destroys SCPs too. Rag IIIs and maybe a centaur. Role play forum is over there Ziggy, let the adults talk.
Jan 28, 2017 abortretryfail link
+1

Since unlimited is impractical, set it to 420, 10x what we have now. In memory of momerath42. :P

Also increase their lifetimes.

2hrs for Prox, Conc, Drain, and Lightning
24hrs for TU
Jan 28, 2017 incarnate link
Okay, so, I just did this before re-reading the thread.. for the moment, it is now:

1-hour timeout for prox/conc/drain/lighting.

4-hours for TU mines.

The absolute limit per-player per-sector has been raised from 42 to 100.

I'm not against bumping them further, but that's what it is for the moment. Changes are now in production.
Jan 28, 2017 Sieger link
Cool, incarnate! Sounds like a good change.
Jan 28, 2017 abortretryfail link
Yeah that's awesome. Thanks for adjusting those finally.
Feb 01, 2017 Nyscersul link
Seems sensible that tu mines should cost less from a trident then from a station. And personally i think timeouts for mines should be longer still hehe

It doesnt make sense that players can log off, and mines persist, is it possible to set a shorter timeout for if people logout?
Feb 01, 2017 The_Catman link
+1 Nys.....by all means give mines a longer life, but they should disappear when a player logs.
Feb 01, 2017 PaKettle link
How about we modify that to read mines disappear if the player logs out for more then 15 minutes. I don't think a player should lose all their mines due to lag issues and so on.
Feb 02, 2017 scared star link
+1 on nys
Feb 02, 2017 The_Catman link
Make it 10 mins PaKettle