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Author Topic: Mine Fields, Ground defense emplacements?  (Read 2817 times)
Kellzz
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« Reply #15 on: September 17, 2008, 04:00:31 PM »

What about decay? Perhaps after so many days the compound in the mine becomes inert. (inert: that the right time to use that word?)


What about friendly fire?
I think that a mine should not discriminate. If you setup a minefield, and forgot to mark or remember where you put it and blow yourself up, well... thats your fault.
A mine with Friendly fire on, will drastically reduce the number of minefields you see.


What about notification? If a player is notified that a mine was detonated at point X and they are 700 KM away,  i think it a bit unfair that a message scrolls across their chat box telling them so.
Players would then forgo surveillance services in favor of the much cheaper and no-upkeep mine.
A mine is essentially a grenade with a different detonation mechanism.
« Last Edit: September 17, 2008, 04:23:21 PM by Kellzz » Logged

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Shadow Star
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« Reply #16 on: September 17, 2008, 07:14:07 PM »

In regards to the friendly fire being mentioned.... lets just say Friendly fire isn't very friendly... with anything.
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Hamilton
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« Reply #17 on: September 18, 2008, 10:23:45 AM »

Friendly fire is the most accurate fire.

For mines:
Depends on the technology level of the mine for what it can do.
Starting out, Mines will be Banned from use (Rules of Engagement Treaty), well that is the official reason; unofficially the problem is technical in nature due to creating a boundary, which requires to be put into play immediately (ad hoc) and not wait for a server reboot.  Once that capability is possible, then political players will be allowed to strike down the Mine Ban if they so choose.

When mines become allowed for use, they would be set up as a boundary, which will be invisible, no graphical items (unless some sign got posted).  But to help counter mine fields, passive sensors would be allowed for detection.  The mine field damage power, chance of hitting and duration would be based on the type of mine used, how many and by what delivery system.
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Hamilton
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Helphyre
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« Reply #18 on: November 12, 2008, 07:34:43 PM »

I think that mines are a good idea.  And decay is nessecary.  One simple way to handle this is that the current form of mines use a small amount of energy over time.  Eventually they run out and are inactive and are removed from the game.  Also I can see several different types of mine beyond size of explosion.  Mines can also but dumb or smart.  Dumb mines blow up no matter who walks on them.  Smarter mines could distinguish between you and can tell who is in the same corportation. The down side to these smart mines beyond cost could be that the smarter mines need to put off a faint signal to determine friend from foe and there for with the right equipment/skill could be detected and destoyed/avoided.  Down side to dumb mines is obvious, you can blow off your own leg.
« Last Edit: November 19, 2008, 11:30:22 AM by Helphyre » Logged
Helphyre
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« Reply #19 on: November 12, 2008, 07:48:47 PM »

Turrets,

Large manable turrets for bases would be cool.


Also I think smaller portable turrents would be a nice addition. They would take up a ammo bin/weapon pod. But could be deployed at any location and set to tgt any/enemy etc. based on turret lvl. Turret types gun, rail, emp, laser, missle, and even possible radar jamming. Turrets would have a power supply that would eventually run out, but could be picked back up and taken back to base or recharged from the mech, obviuosly this would deplete the mech's power supply.

Finally, permenent portable turrets could be set up if one was to build/find a power sourse in the field, hence making buildable outposts.
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