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Rade
28-02-04, 19:53
Ok, every time I go on the test server and play with my
movement mines I get all sad (:() and stuff about that we dont
have them on retail servers. The grafics are there, the crash
detection with the laser beam works perfectly, theres nothing
really wrong with them except that they do way too little
damage, so why not fix the damage and implement them?

The only thing I can think of is exploitability, but the only problem
I can think of is people placing them in sewers to kill noobs, but
would that really be a big problem? I think it would add flavor to
level a noob and watch out for the occational mine rather than
making it bitchy, and its not like people can completely clutter all
sewers all the time with them, it will most likely just be a big thing
about them the first few weeks and then just the occational mine
here and there and a shitload in OP wars. Other than noob killing
while not being in the area I cant think of an exploit that you cant
do with any other AE weapon, and if someone wants to mine the
entrance to pepper park wouldnt that be proper use of the mines
rather than exploiting? I donno, I dont see the "problems" with
the mines as problems. They will aggro faction guards so that
they start shooting on people but thats a problem with the
fucked up faction guard behaviour rather than the mines.

Oath
28-02-04, 19:56
I agree totally, there are too many things already ingame that are not in use.

Psyco Groupie
28-02-04, 19:57
I was under the impresion you could put 10000 in a zone and therefore crash the server at will ?

If you put a limit on the number you can have people would just place them in unreacheable places so that no-one could use em properly .. meh

Rade
28-02-04, 20:01
Originally posted by Psyco Groupie
I was under the impresion you could put 10000 in a zone and therefore crash the server at will ?

If you put a limit on the number you can have people would just place them in unreacheable places so that no-one could use em properly .. meh

Or just limit the number of mines that one person can place, or
put a zone limit and have them deteriorate after an hour, etc.
Alot of simple solutions to that.

Sleawer
28-02-04, 21:01
I agree.

I'd like to spice it up making spies (or maybe pe's, but just one of both) could de-activate the mines and collect them for future use.

Anyway the feature of Proximity Mines alone is very cool itself.

Thumbs up.

Archeus
28-02-04, 21:05
Have it that you can only place 3 and they automatically deactivate if you zone.

-=Bl@de=-
28-02-04, 21:10
Ive used these mines ages ago on ts and omg they are soo funny. Especially mining up someones appartment door and waiting for em to come out :p

Q`alooaith
28-02-04, 21:10
Originally posted by Archeus
Have it that you can only place 3 and they automatically deactivate if you zone.


Now that's a good idea..


Also, maybe make them a little like turrets, agro to all guard's or NPC's so you can't trap PP in most places..



Or make them only usable in warzones, well it's better you can use them to defend your op than not use them at all.

Haxxor
28-02-04, 21:15
heres screenies of the lil bastards

http://gallery.cybertarp.com/albums/userpics/12099/shot1.JPG

http://gallery.cybertarp.com/albums/userpics/12099/shot2.JPG

http://gallery.cybertarp.com/albums/userpics/12099/shot3.JPG

KramerTheWeird
28-02-04, 22:29
I wonder why they take so much p-c to affect damage. I had 216 p-c and only got 169% dmg.

I think when you zone the mines should deactivate or blow up entirely. There should be a limit of how many you put in, archeus suggests 3 and if they were quite powerful I'd agree. On test they don't even phase my no resist test spy.

Heavyporker
28-02-04, 22:33
Damn... P-C ?

Should be T-C only, really. Yeah, T-C, you heard me.

And I don't think they should self-destruct IMMEDIATELY when you zone.. just like 10 mins after you zone... that's the ticket.

And make the limit 5, not 3.

And sounds like they need damage increased.


Are there multiple levels (TLs) of movement mines?

KramerTheWeird
28-02-04, 22:37
currently only tl 42, which can explain it's damage.. even then it's weak.

jernau
29-02-04, 00:13
Originally posted by Archeus
Have it that you can only place 3 and they automatically deactivate if you zone.

That might work and is probably worth trying on the TS but I heard the rumour that they crash/lag the server as well and maybe it's true. I'm not convinced as they used that line for the copot rifles and they were in general use for months on Pluto.

wrt damage - It was deliberately set to feck-all to avoid people spamming them everywhere and making sectors impassable.

Clownst0pper
29-02-04, 01:19
Just restrict the amount per zone like the turrets, and increase the TL to 90/90*** and make them detectable by spys or drones.

Haxxor
29-02-04, 03:10
i think their purpose is to combat vs Stealthers :p

Drake6k
29-02-04, 03:28
I voted no. You could put them in the pk cellar and leave. You could line the pp1 entrance so anyone that goes in dies... Stick them in apartment lifts... I think It would become a giant pain in the ass. Kinda like Turrets...

Oh oh how about DoY? That would be fun.

-=Bl@de=-
29-02-04, 03:30
when u leave the zone they will deactivate and dissapear :D
and/or only available in certain zones etc

jernau
29-02-04, 04:04
Originally posted by -=Bl@de=-
when u leave the zone they will deactivate and dissapear :D
and/or only available in certain zones etc

That's not how they work atm though.

Heavyporker
29-02-04, 04:23
Simply make it so they DON'T work in 'hunting' zones... so no noob/leveler gankage..

BUT they HAVE to be able to stay active after the mine-layer zones.

At minimum for until 15-20 minutes after the layer zones.

Otherwise, with all that running around and all the FREs/Crashes its going to be a mere novelty like hand grenades.

Oh, and multiple TLs of those movement mines.

Oh, and laser-tripped mines wouldn't work with stealthers, really, would it, if the stealthing field bends light around it? Hmm?

Rade
29-02-04, 04:54
Originally posted by Heavyporker
Oh, and laser-tripped mines wouldn't work with stealthers, really, would it, if the stealthing field bends light around it? Hmm?

Yeah, but then again it bends light kinda crappy making you look
like a bit of smoke for some reason so maybe thats enough to
activate it?

El Barto
29-02-04, 04:57
Couldn't agree more