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Player Features and Ideas Discussion

 
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0.0 Mine Fields and Player owned sentry guns.

Author
Seth Darkness
Gang Bang You're Dead
Wrecktical Supremacy.
#1 - 2013-07-05 13:34:09 UTC
If I remember correctly at some point in eve history mines were used as weapons. The problem here was that people left them in high sec, forget about them, get concorded.

What I propose is this:

Make mine fields apply only for 0.0. And the mine field should work as a bubble, you just anchor it. Damage output can be balanced by the DEVS but I think something in the range of enough damage to take down shields or such, not insta kill a ship.

Player owned sentry guns should work the same way like in low sec. Enable the alliances holding sov (max level) to that system to anchor sentries (2 max) at the gates and station to shoot on reds, neuts or whatever. Just like pos guns.

What do you guys think?
Lallante
Blue Republic
RvB - BLUE Republic
#2 - 2013-07-05 13:36:22 UTC
Seth Darkness wrote:
If I remember correctly at some point in eve history mines were used as weapons. The problem here was that people left them in high sec, forget about them, get concorded.

What I propose is this:

Make mine fields apply only for 0.0. And the mine field should work as a bubble, you just anchor it. Damage output can be balanced by the DEVS but I think something in the range of enough damage to take down shields or such, not insta kill a ship.

Player owned sentry guns should work the same way like in low sec. Enable the alliances holding sov (max level) to that system to anchor sentries (2 max) at the gates and station to shoot on reds, neuts or whatever. Just like pos guns.

What do you guys think?


The problem with mines wasnt the concord point, it was that people would deploy 100,000 of them around a gate causing huge lag and instant death to anyone who jumped in in a fireball of twisted metal carnage.

**** what am I saying, that sounds AWESOME.

+1
Samillian
Angry Mustellid
#3 - 2013-07-05 13:42:38 UTC
Mines feed the lag monster and as such are Evil.

NBSI shall be the whole of the Law

Lallante
Blue Republic
RvB - BLUE Republic
#4 - 2013-07-05 13:45:14 UTC
Srs post -
Mines are difficult to balance without imposing difficult to code and arbitrary limitations on them to prevent huge clusters being effective.

I recall that the existing mine mechanics (deactivated since ~2004) included a bit of "homing" in that once inside the proximity range of a mine it would move towards your ship and explode on contact. They were also AOE (as were torpedoes, if you can believe it).

If they were to be reintroduced they could work like current bombs do (maybe half dmg and smaller AOE) but activated by proximity. To prevent extreme clustering you could make mines set off each other if deployed inside the proximity sphere. Obviously youd make them undeployable in empire. Even then I think people would be tempted to lay 1000+ mine deathspheres around gates so not sure it would work. I'm not sure it would ever be balanced.

Deployable guns also have lots of balance issues. A load of deployed bubbles and some deployed guns on a gate is an entirely automated gatecap, and i'm not sure thats the kind of gameplay CCP wants to encourage.

A more interesting idea might be deployable gun that works like an oversized sentry drone, takes up 125 bandwidth, but has the ability (like carrier fighters) to operate while the controlling ship is offgrid (and can be assigned). It would be difficult to ensure they didnt just replace fighters in all similar situations however.
Sura Sadiva
Entropic Tactical Crew
#5 - 2013-07-05 13:50:50 UTC
Null-bears are so dumb that after 2 weeks we's see whining post on this forum for them dieing in their own mine fields and asking some new mechanic to prevent it.
Harvey James
The Sengoku Legacy
#6 - 2013-07-05 14:00:29 UTC  |  Edited by: Harvey James
The only way mines could work is if they acted like asteroid fields where ships could dodge through them
- gaps of about 10km between mines in an omni direction
- would have to be set away from any gates at least 30km away
- damage akin to smart-bombs
- omni damage
- only does damage if a ship gets within 1km of a mine so 1km AOE damage
-mines are destructible so HP of rockets
- only usable in 0.0
- 2 hour life before disappearing
- would require a specialist ships to lay them and activate mine field after deployment

Sentry guns would have to set apart in a similar fashion
- destructible
-omni damage
-expensive to produce and maintenance costs

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Seth Darkness
Gang Bang You're Dead
Wrecktical Supremacy.
#7 - 2013-07-08 08:30:17 UTC
I Agree on most points made by Harvey.

The idea of a mine layer would be pretty awesome and maybe of a ship that clears mine fields?
Danika Princip
GoonWaffe
Goonswarm Federation
#8 - 2013-07-08 12:02:28 UTC
Harvey James wrote:
The only way mines could work is if they acted like asteroid fields where ships could dodge through them
- gaps of about 10km between mines in an omni direction
- would have to be set away from any gates at least 30km away
- damage akin to smart-bombs
- omni damage
- only does damage if a ship gets within 1km of a mine so 1km AOE damage
-mines are destructible so HP of rockets
- only usable in 0.0
- 2 hour life before disappearing
- would require a specialist ships to lay them and activate mine field after deployment

Sentry guns would have to set apart in a similar fashion
- destructible
-omni damage
-expensive to produce and maintenance costs



Mines would be pretty much worthless then. I guess you could drop 500000 outside a hostile station for giggles, or a blob like that all around your ihubs etc, but they still wouldn't be worth the hassle if they only last a couple of hours.

As for sentries, No. A bunch of those on a gate with a drag bubble and you have a gatecamp you don't even need to man. Why is that good?
34d
Playing God Enterprises
#9 - 2013-07-08 12:39:04 UTC
i agree mines need to last longer then 2hrs. They could last 24hrs then self destruct, then make them have a large area of deployment akin to pos mods. This would make it impossible to lay 1000 mines around a gate in a cluster.
As far as sentry's go, If you deploy them on a gate you lose the ability to deploy a bubble, or the bubble has to be a small. Then limit the amount of guns and or size that can be deployed dependent on the bandwidth of the gate. They could then implement a system upgrade path to increase bandwidth. To stop an automated gate camp, make the guns target slower on ships caught in the bubble due to interference from said bubble. This would allow you to escape the bubble and warp, unless they have a active camp to hold you. The guns could have a high upkeep cost, isk plus pos fuel comes to mind, not to mention ammo. The same idea could be used on mines i.e. can't deploy within x distance of bubble. Just some quick thoughts.
Danika Princip
GoonWaffe
Goonswarm Federation
#10 - 2013-07-08 14:20:35 UTC
34d wrote:
i agree mines need to last longer then 2hrs. They could last 24hrs then self destruct, then make them have a large area of deployment akin to pos mods. This would make it impossible to lay 1000 mines around a gate in a cluster.
As far as sentry's go, If you deploy them on a gate you lose the ability to deploy a bubble, or the bubble has to be a small. Then limit the amount of guns and or size that can be deployed dependent on the bandwidth of the gate. They could then implement a system upgrade path to increase bandwidth. To stop an automated gate camp, make the guns target slower on ships caught in the bubble due to interference from said bubble. This would allow you to escape the bubble and warp, unless they have a active camp to hold you. The guns could have a high upkeep cost, isk plus pos fuel comes to mind, not to mention ammo. The same idea could be used on mines i.e. can't deploy within x distance of bubble. Just some quick thoughts.



So dropping a sentry gun would prevent hostiles from bubbling a gate? How would that not be overpowered?
34d
Playing God Enterprises
#11 - 2013-07-08 19:58:37 UTC  |  Edited by: 34d
the bubble restriction would apply to sov owner not neutrals. That would not hinder hostile bubbles, and of course sentrys would be destructible or able to be incapped like a pos mod. As far as hostiles camping a gate, it would be in your best interest to disable them or be shot at.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#12 - 2013-07-08 20:28:14 UTC

I don't see a good reason to add player controlled sentry guns on nullsec gates.

I think the "defense" of your system should not be from NPC's (police, gate guns, etc), but from you & your alliance mates patrolling it. If, sentry guns on the gate were short range (100km's max), and took a long time to engage targets (like target must be on grid fro 60+ seconds before they started attacking), they might be "balanced". But even then, I feel they are simply too much.

I personally solo a lot in frigates in nullsec by flying around enemy systems, and annoying the locals until they chase me. This would be much more difficult if I had to worry about gate guns on most gates!!!
Danika Princip
GoonWaffe
Goonswarm Federation
#13 - 2013-07-08 20:56:17 UTC
34d wrote:
the bubble restriction would apply to sov owner not neutrals. That would not hinder hostile bubbles, and of course sentrys would be destructible or able to be incapped like a pos mod. As far as hostiles camping a gate, it would be in your best interest to disable them or be shot at.



So you just ask your friendly blues to put the bubble up for your automated gatecamp then?