Force of Arms

*
 
  FOA Portal Home Help Login Register  
Welcome, Guest. Please login or register.
May 19, 2013, 02:25:25 AM

Login with username, password and session length
Search:
    Advanced search
Karma can be voted by members with at least 25 posts.
9,579 Posts in 1,080 Topics by 3,133 Members
Latest Member: Einherjar
Pages: [1] 2   Go Down
  Print  
Author Topic: Mine Fields, Ground defense emplacements?  (Read 2807 times)
Rage
Special Agent
Mech Pilot
*****

Karma: +4/-0
Posts: 34


« on: June 22, 2007, 11:54:14 AM »

Has there been any talk about mine fields, or mine laying vehicles?

Also what kind of stationary emplacments can we expect, Artillery, Anti-Mech turrets, Anti-Vehicle Turrets, Anti-personel turrets, Anti Air, and so on?
Logged
Robgoblin
Special Agent
Mekkor Apprentice
*****

Karma: +2/-0
Posts: 180


« Reply #1 on: June 22, 2007, 04:06:17 PM »

I am hoping if there are stationary emplacements that the players will be able to use the weapons themselves. I think would be more dangerous but sometimes could be fun to risk it to have control over a turret.
Logged
Hamilton
President
Wardog
Field Marshall
*****

Karma: +15/-0
Posts: 1,996



WWW
« Reply #2 on: June 23, 2007, 12:39:03 PM »

Mine-fields:
Yes they are expected for use and I know that this is going to be a major pain and complaining going on.  I personally hate mines and see them as "unfair" weapons; but they cannot be disregarded.  They are cheap and help to deny an area to the enemy. 

Mines can be deployed by vehicles or Mechs (mine layers) or by artillery (guns and missiles).  I do not know at this time, how long a mine field can last due to possible current technology limitations; of managing resources on the servers.  Most likely mine fields will be temporary, lasting some hours perhaps.

Of course, there will also need to be some sort of counter-measure to mines as well.


Stationary Emplacements:
Yuppers, there will be both gun and missile emplacements.  We will see if we can make them as pop-ups as well.
Logged

Sign off,
Hamilton
"You think that even with a Masters Degree, I would avoid typos.  Am a Tech, not an English Professor."
Rage
Special Agent
Mech Pilot
*****

Karma: +4/-0
Posts: 34


« Reply #3 on: June 28, 2007, 09:55:16 AM »

I could see Mine fields decaying as having alot of them sitting out in the middle of no where may just put extra strain on the server that is not needed.

Maybe fluff wise you could add in a blurb about the mines are actually a deployed unit, like a small box, that when a vehicle gets close it fires micro munitions with the same effect of a full blown minfield, but the batteries only last so long, thus the can become inert after a few hours.

Check out these real world weapons as a reference.

http://dsc.discovery.com/fansites/future-weapons/weapons/zone2/arsenal-4.html

 The Krakotoa

http://www.fas.org/man/dod-101/sys/land/m93.htm

Or the M93 Hornet Wide are Munitions.

Logged
texmechs
Mekkor Apprentice
****

Karma: +6/-0
Posts: 171



« Reply #4 on: August 08, 2007, 10:52:43 PM »

Since resources are slim on K9-WD, wouldn't it make more sense for undetonated ordnance to disarm, uproot itself, and move to the nearest collection facility?  By the time our story takes place, shouldn't that be possible?
Logged

Jeff "-=TexMechs=-" Newcomb
Director of Business Development
Wardog Studios, Inc.
Wolve
Special Agent
Mech Pilot
*****

Karma: +1/-0
Posts: 33


« Reply #5 on: October 02, 2007, 03:50:17 PM »

SSSSSSssseeeeeeeeeet!!

Temp mine fields!! Now you are talking! I hated that in SWG...place a minefield and 2 years later it was STILL there lol...on the right track guys, keep it up!!
Logged
Kellzz
Special Agent
Commander
*****

Karma: +8/-0
Posts: 594



« Reply #6 on: October 02, 2007, 04:38:36 PM »

As far as anti-mine capabilites...
Look back to WW2. tanks equiped with mine flails. The sherman crab tank. Could be a cheap and effective way of clearing mine fields. (using some other tank design. Who would use a Sherman in the year 2800?)
Logged

Always remember to pillage BEFORE you burn

www.retrorpg.net (retro rpg podcast)
Falcon
Special Agent
Mekkor Apprentice
*****

Karma: +4/-0
Posts: 109



« Reply #7 on: October 03, 2007, 07:06:40 AM »

Anti-mine capability can come in many forms. Low-flying vtol's, hovercraft or even powered airships with ground-penetrating radar and airport-security-scanner-equivalents for example. Why destroy the countryside when you don't have to. However, I shall be extremely disappointed if anti-personnel mines get introduced in any lethal form.
Logged
Cavadus
Special Agent
Mekkor Apprentice
*****

Karma: +7/-0
Posts: 162


Somewhere, somehow, someone's going to pay.,


WWW
« Reply #8 on: October 03, 2007, 07:26:59 AM »

I'm all for mines.  We have VTOLs, walking bipedal robots, 1,000 years into the future, et cetera, and then just not have something as basic as AT and AP mines?  That would be lazy.

Besides, they can only be used defensively and even then only if your enemy expects an attack.  Just make them difficult to place and allow ground penetrating radar to be a basic part of all radar and targeting systems.  Or at least allow mines to show up in the composite radar image.  Plus people don't set off AT mines but mechs could easily clear AP minefields by just romping through them.  Not like an AP mine is going to do anything to a mech anyways.
« Last Edit: October 03, 2007, 08:10:15 AM by lkavadas » Logged

Delta Troop Commander
Squadron VI, Legio X

47th Continoman Expeditionary Force
HATEBRINGER
Special Agent
Mech Leader
*****

Karma: +2/-0
Posts: 52



« Reply #9 on: October 03, 2007, 08:04:24 AM »

Mines could be more like a small drone armed with something. Some could be activated from certain range by remote. It would be kinda hard to place mine field due to above reason. Chances that someone would run in to it would be kinda low. Armed drone mines could be dump when runing away and have a much bigger chance that he would get in to activation range. Remote mines could have a lot of uses for sneaky player. You can put it lure guy then activate mine to hit him in the back.
« Last Edit: October 03, 2007, 12:13:24 PM by HATEBRINGER » Logged

Enemy detected...
Sending com...
I am Hatebringer feel my wrath.
Launching missiles...
Target destroyed...
Sending com...
Hatebringer one to Vulture begin salvage operation window of oportunity 2 hours.
Hamilton
President
Wardog
Field Marshall
*****

Karma: +15/-0
Posts: 1,996



WWW
« Reply #10 on: October 03, 2007, 10:28:18 AM »

I hated that in SWG...place a minefield and 2 years later it was STILL there lol...on the right track guys, keep it up!!
I don't believe it...
I mean... that should have been corrected by now, but knowing how that game is managed... it is believable...
Logged

Sign off,
Hamilton
"You think that even with a Masters Degree, I would avoid typos.  Am a Tech, not an English Professor."
Ravano
Mech Pilot
**

Karma: +0/-0
Posts: 16



« Reply #11 on: October 07, 2007, 02:22:19 AM »

Add another vote in favor of mines  Smiley

For mine clearing, high yield concussion bombs in both infantry and mech variants come to mind.  They'd be essentially harmless to mechs, but could double as heavy flash bombs for countering entrenched ground troops.
Logged

Do not taunt Happy Fun Ball
Deft
Special Agent
Mech Leader
*****

Karma: +1/-0
Posts: 56


Behold the Power of Cheesey Protoculture


« Reply #12 on: October 22, 2007, 05:55:09 AM »

Stationary Emplacements:
Yuppers, there will be both gun and missile emplacements.  We will see if we can make them as pop-ups as well.


Thanks was looking for conformation on these..building a 3-d model and was playing around with some turrets.. Grin
Logged

No matter how exotic human civilization becomes, no matter the developments of life and society nor the complexity of the machine/human interface, there always come interludes of lonely power when the course of humankind, depends upon the relatively simple actions of single individuals.
dduckw0rth
Mech Slug
*

Karma: +0/-0
Posts: 6



« Reply #13 on: November 05, 2007, 09:57:57 PM »

Mines could be frustrating, but war is war. As long as they don't stay in the game world for 6 months, they should be fine.
Logged
Sanguine
Mech Pilot
**

Karma: +1/-0
Posts: 35



« Reply #14 on: September 09, 2008, 03:44:32 PM »

Another old post but...

Mines though controversial even in the real world, can help to level the playing field for the underdog.  They're cheap and generally very effective at slowing a siege as the aggressors are forced to search for and deactivate the mines before advancing.  An expanse of mines in an open area around a fortress could incapacitate what would be overwhelming odds, giving a tremendous "homeland" advantage to a smaller force.  I believe mines would be very effective against any rolling or walking armor, allowing air siege to become a very important tactic (in a later phase of the game)

I don't advocate the use of mines in real world conflicts, but for the game it seems such an effective and perhaps obvious defensive measure should be incorporated.  Although I would like to see players carry the same stigma against mines many have in real life, into the game.  Player that use mines could take a karma hit or be blacklisted by "legitimate" corporations.  Some form of serious penalty should be in place for those who choose to use mines.
Logged



proprio vos sanguine pasco
Pages: [1] 2   Go Up
  Print  
  
Jump to: