Forums » Suggestions

Intel Mine

Jun 07, 2019 We all float link
Intel Mine

This has probably been suggested before('ll find the previous suggestions and link them here).

Intel mine last for 60 minutes. It informs the pilot who dropped it about all traffic in the area (5000m).

Variant: Reporting
Damage: 0
Sensitivity: 5000m
Velocity: 0 m/s
Energy: 500
Delay: 2s
Mass: 2400kg
Splash: nil
Detonation: nil
Ammo: 2
Lifetime: 60 minutes
Level: 0/0/0/12/4

Intel Mine Mk II

Variant: Reporting
Damage: 0
Sensitivity: 20000m
Velocity: 0 m/s
Energy: 500
Delay: 2s
Mass: 2400kg
Splash: nil
Detonation: nil
Ammo: 2
Lifetime: 360 minutes
Level: 9/0/0/13/4
Refill cost: 750k
Jun 07, 2019 HighTechRedneck link
Bump the refill cost up some, only thing i can think of to improve.

Asides that +1

Let them be shootable like any other mine, and maybe a reset timer before being able to refill? not sure.
Jun 07, 2019 We all float link
Since they are a mine, they will be shootable (and thus easily clearable). Also station guards will wipe them out like they do to all mines.
Jun 07, 2019 HighTechRedneck link
personally i like the idea.
Jun 08, 2019 SlashGorden link
+1 simple spotters for everyone
Jun 09, 2019 rotacol link
+1 but the opposite should also be available

Anti Radar mine blocks all radar within 5k including your own
Jun 10, 2019 Captain Spry link
1. Are players alerted to the fact that they've been spotted by a mine? Would the alert tell them who laid the mine?

2. How will guarded sectors with turrets respond to these mines? If they are neutral to them, a smart player could lay the mine on top of a turret in such a way that destroying can only be accomplished by shooting a turret and making the shooting player temp KoS or worse.

3. How will the factions respond to the mines? If I drop any sort of mine in monitored space and a player runs into it, I get flagged as hostile and the opposing player is now allowed to attack me without factional repercussions for 15 minutes. So, I think it's only fair that if I get spotted by a mine when I'm in monitored space, I am alerted to the fact that I've been spotted by so-and-so and I can shoot them for 15 minutes without repercussions.
Jun 10, 2019 HighTechRedneck link
A mine doesn't give you faction invincibility. I don't know what you're thinking with that, but being "spotted" doesn't give you attacking rights w/o faction repercussions. Let's not create exploits here lmao.
Jun 11, 2019 Captain Spry link
I know for a fact that I have dropped concussion mines in monitored space while being chased by pirates and was alerted to the fact that the pirate can now attack me without factional repercussions. Concussion mines do no damage, just throws the pursuer off course.

What is the exploit? Someone drops an intel mine in monitored space, you are spotted by that mine, you should now be able to defend yourself from the person who spotted you without having to wait for that person to show up and fire at you first.
Jun 11, 2019 HighTechRedneck link
It mat not be an exploit, but it can be used that way.

Now. If someone is sitting in a station and they are alerted to your presence, can you now legally kill them? I Don't think so.

The idea was proposed as them being able to be shot by station guards as it is - so they won't be used in station srctors, but in sectors around them. Your idea isn't a good one imo. They are shootable, like any other mine. I'd say that is good enough.
Jun 12, 2019 Pizzasgood link
Haven't decided whether I even like this idea in the first place, but if you don't want somebody to be able to shoot you for using mines on them, all you'd have to do is not use mines on them. I don't understand what you're worried about.


"2. How will guarded sectors with turrets respond to these mines? If they are neutral to them, a smart player could lay the mine on top of a turret in such a way that destroying can only be accomplished by shooting a turret and making the shooting player temp KoS or worse."

Turrets are actually mobile, like very slow little space ships. You should be able to just nudge the turret aside if it hasn't already moved on its own.