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Player Features and Ideas Discussion

 
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mine-sweepers, mine layers

Author
Corven Mezistar
Doomheim
#1 - 2011-10-29 21:05:17 UTC
just a thought, how would mine sweepers and mine layers and minefields in general affect eve.
im abit new to this game but i was thinking it would be fun to use back opps in a more "gaining tactical information on a system" kind of way. like plotting safe routes through a mine field etc. also the mines themselves and the ships that lay and dispose of them would need to be researched and built..which provides work for inventers and manufactuerers. anyway it was just an idea i thought ccp might think was fun...so let me know what you think.
Rhinanna
Brutor Tribe
Minmatar Republic
#2 - 2011-10-29 22:54:59 UTC
Maybe make them cloaked mines, with a small detonation radius (aka 2km) but a large explosive radius (20km)
Damage would be in the region of 20k per mine, reduced by ship sig radius, BS+ taking full damage.
Each mine would have massive resists to it's own damage type (making type of mine a very important factor and useful info)

Overall affect, expensive to use but useful anti-blob weapon. Smaller fleets are very unlikely to trigger enough mines to cause signifigant damage to themselves, larger fleets are going to hit a few and lose some ships if not careful, blobs are going to hit every mine, at the same time ;) BOOM DADDY! :)

Cost 2.5m per mine.

I'll use minmatar as an example but one for each race

Mine Sweeper
Tech 2 - Recon class - Minesweeper/Mine-layer11
Hull: Scythe

Cruiser Bonus: 10% per level explosive shield resists, 5% per level recloaking delay reduction
Minesweeper Bonus (Yay new skill!): 5% per level improved Mine range detection, 5% increased cargo bay size
Role bonus: Standard covert ops cloak bonuses, 99% per level CPU reduction to mine layer and mine sweeper modules.

Normal T2 resist bonuses

Mine-layers would be a hi-slot, would have 5 hi-slots in this ship, 1 layers + cloak will probably be normal in layer mode.
You can't be cloaked to use and laying mines reduces defences by up to 50% resists while it is cycling (due to opening large holes in the armour and shields to deploy the mines that an enemy can target.

Mine-sweeper module would be a hi-slot. Any mine within 3200m of the ship is de-activated and de-cloaks. It can then be
easily destroyed. De-activated mines can be restored to activation via energy transfer modules (requires 10000 energy transferred per mine)

Either one should use over half the available PG of the ship, making it nearly impossible to do both at the same time.

Only flaw with it I can see is that a alliance could use a neut alt to set off the mines on demand, in which case reduce the detonation radius of them and increase the price to counter this.

-The sword is only as sharp as the one who wields it! Other names: Drenzul (WoT, WoW, Lineage 2, WarH, BloodBowl, BSG, SC2 and lots more) 

tankus2
HeartVenom Inc.
#3 - 2011-10-29 23:12:24 UTC
or, how about we bring in Tier 2 (not tech, tier) destroyers, both a t1 and t2 versions, that basically do this? That would at least force mines to be... ...contained instead of having MINES EVERYWHERE.

Where the science gets done

Rhinanna
Brutor Tribe
Minmatar Republic
#4 - 2011-10-29 23:22:41 UTC
Another option would be to have them NOT work on FoF basis, so ANYONE going into a mine-field gets hit.

If it stops friendly traffic as well, they would be less used, also don't allow them in 0.1 or above.

-The sword is only as sharp as the one who wields it! Other names: Drenzul (WoT, WoW, Lineage 2, WarH, BloodBowl, BSG, SC2 and lots more) 

Cruella Deathwing
Brutor Tribe
Minmatar Republic
#5 - 2011-10-30 00:49:53 UTC  |  Edited by: Cruella Deathwing
Won't work for WH's for sure. Put 10 mines at wormhole and get your salvager ready?
When for the k-space it's possible to restrict mine-planting close to the gates, stations etc, in w-space wormholes are generated at random places and planting mines around fresh k162 will cause unfair defence advantage.

Also I have several tactics to render interceptors and other speed gank ships useless with this feature.

e.g. - You have a close range squad kicking stuff + mine buffer zone + and logistics and support behind it. Intercepter / assaults etc go for logistics and pops. Yay, very kewl isnt't it? :)

Basicly I'm fine with the mine idea on the following terms:

1. planting mine would take a decent amount of time, say couple of hours.
2. mine life-time around the same couple of hours.

Then it might bring some fair tactical advantage with good pre-planning skills.
Ostraka Kadesh
Doomheim
#6 - 2011-10-30 01:11:45 UTC
Wikipedia article on Naval Mines.

Take a look at the Influence Mine section. Mines could be programmed to respond to a particular type of ship's magnetic or acoustic signal. It's possible that in Eve the same could be done too.

There could be different mines for all ships (relatively cheap) different types and sizes of ships (expensive to very expensive depending on the type of ship), possibly even cloaked ships (extremely expensive).

It's apple pie all the way down.

Dimitryy
Silent Knights.
LinkNet
#7 - 2011-10-30 01:53:12 UTC  |  Edited by: Dimitryy
This idea suffers in the same way stalking people in a stealth bomber seems much better when watching Red October than when your actually sitting at they keyboard with a half empty bag of cheetos staring at a bunch of sanctum rats orbiting some artfully arranged pos mods for hours.

Once upon a time, there were space mines in Eve, i believe they are remembered for being extraordinarily ********. While mines sound good in theory, in practice mines were just super annoying and rage inducing. Would you like to warp into your sanctum and right into a bunch of mines some guy pooped out hours earlier? Would you like to warp to a drag bubble on a gate and get instagibbed by mines before you can say 'i should have d-scanned'? Or jumping into a gatecamp and finding a bubble, a bunch of snipers, and mines covering the gate like blinky space herpes?

I still think mines could be cool if implemented properly, but you'd have to make sure to avoid bringing in stuff that is basically unavoidable arbitrary death, or game breaking risk avoidance, no matter how realistic it may seem.
Ostraka Kadesh
Doomheim
#8 - 2011-10-30 02:24:23 UTC
Dimitryy wrote:
Once upon a time, there were space mines in Eve, i believe they are remembered for being extraordinarily ********.

Did not know that. Thanks.

How about having them only anchorable within a certain distance (to be determined by one's Mine Deployment skill) of a POS, outside any Force Field. Additionally, any deployment in High-Sec would be an instant act of aggression, prompting CONCORD to come and chastise you and remove your mines.

It's apple pie all the way down.