Forums » Suggestions
Remotely Disable Active Mines
A command or PDA option to remotely disable all active mines and safely eliminate them without detonation. This would allow a player to dock if they cannot locate and destroy mines placed in a sector. This option would not detonate the mines, but rather disable them and remove them from the sector, same as if the had timed out.
+100
Either this or make the docking exclusion have a reasonable distance limit.
Right now if someone attacks you at a station, you cannot reasonably defend yourself with mines even if they shoot first because you might end up stuck with nowhere to dock.
It's silly that you can't dock because of some mine that is so far away even you can't see it on radar anymore.
Either this or make the docking exclusion have a reasonable distance limit.
Right now if someone attacks you at a station, you cannot reasonably defend yourself with mines even if they shoot first because you might end up stuck with nowhere to dock.
It's silly that you can't dock because of some mine that is so far away even you can't see it on radar anymore.
+1 if we can remotely detonate them
+1
+1 great idea actually
+1 great idea actually
*** Vendetta 1.8.645
- Added /remove_mines command to remove your mines from the current sector without detonating them.
- Added /remove_mines command to remove your mines from the current sector without detonating them.
Would be way cooler and potentially more fun if the mines sploded when the command was issued.
The current implementation is wasted explosions.
Guess I already have /explode but I wouldn't mind also having /detonate.
The current implementation is wasted explosions.
Guess I already have /explode but I wouldn't mind also having /detonate.
I'd rather be able to arm and disarm them at will so that they are ignored by npc convoys, but could be activated against players or however the user wants to apply them. Perhaps activate when an escort is in the middle of a field when they get activated.
To restrict use in nation space, add a small policing force / station guards / turrets that can detect and destroy inactive mines. I would expect a security presence at all claimed wormholes at all times. Inactive mines might still be visible on radar, but less prominent. Nations should also secure the Grey side of a wormhole with at minimum a small security detail. This would restrict what can be locked down to central Grey space.
None of this stuff relates to the original thread, which was completed.
If you have some other suggestion, such as:
- "I want a command to make mines explode remotely"
- "I want a command to enable/disable thread fuzes remotely"
- "I want Nation guards to patrol for mines in nation space"
..then please create a thread for that. See Rule #5.
All three of those ideas have separate ramifications and issues around them.
When we go through and specifically complete a Suggestions thread (implementing the goal), then that should be it for that thread, unless there's an explicit problem with that implementation that crops up.
For anyone who's like "why do you care?! I just want to post my thoughts where-ever!" it's simply because we use these threads for tracking related development issues. We reference them internally in discussions and in tickets, and having 17 ideas packed into one thread is unhelpful. Hell, it's confusing even for me to read-through, much of the time.
Hence, the rules, to make ideas more likely to appear in the game. If the thread is really more about "spitballing ideas to solve a problem", that's a bit different, but in general, please try to adhere to the Suggestions Forum rules, it makes us a lot more likely (and able) to listen to outside input.
If you have some other suggestion, such as:
- "I want a command to make mines explode remotely"
- "I want a command to enable/disable thread fuzes remotely"
- "I want Nation guards to patrol for mines in nation space"
..then please create a thread for that. See Rule #5.
All three of those ideas have separate ramifications and issues around them.
When we go through and specifically complete a Suggestions thread (implementing the goal), then that should be it for that thread, unless there's an explicit problem with that implementation that crops up.
For anyone who's like "why do you care?! I just want to post my thoughts where-ever!" it's simply because we use these threads for tracking related development issues. We reference them internally in discussions and in tickets, and having 17 ideas packed into one thread is unhelpful. Hell, it's confusing even for me to read-through, much of the time.
Hence, the rules, to make ideas more likely to appear in the game. If the thread is really more about "spitballing ideas to solve a problem", that's a bit different, but in general, please try to adhere to the Suggestions Forum rules, it makes us a lot more likely (and able) to listen to outside input.
Understood. I was out of line in adding my rambling thoughts about the gameplay option I'd like to see implemented. I may post this as a suggestion at some point.