These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
123Next pageLast page
 

Fixing Mines.

First post
Author
Deep Nine
Vigilante Carebears
#1 - 2015-05-13 22:57:30 UTC  |  Edited by: Deep Nine
(Updated from Original Post.)

Bringing back Mines has been spoken about but not properly discussed or proposed.

Limiting amount that can be placed, restricting security they can be placed in, setting them to become inert after a timer expires, the distance they can be placed from structures, and spacing limitations, are all possible ways of making Mines practical to use without creating server clutter and allowing abuse.

This is a refined list of parameters for the new mines based on the data collected from this thread.

Placement will require stealth bombers with a specialized launcher for mines.
The amount that can be placed should be limited to 1 mine per placement, which can be placed via a specialized launcher with a loading cap of 3. Like some deployables, they have a placement time, which will be 15 seconds, after which they become live.

Restricted security to nullsec only and possibly low sec, but doubtful. High sec placement will be prohibited. Wormhole space will be included in placement capability.

A timer of 1 hour will be effective in the determent of their placement and then leaving system. When the timer expires the mine will be rendered inert and can be scoop up by any player. The mine can be reactivated, or the timer refreshed by the pilot who placed it, so long as they are on grid to reactivate the mine, it can be done remotely within 200k of the mine.

Cost should be prohibitive, 1 million isk starting, or more expensive, this would deter their waste and leaving them behind in mass, while providing possible income for salvage operations that wish to retrieve inert abandoned mines. After this the price will rise per demand.

Distance will be 5k from station, 20k from gates, 3,500 meters from other deployables and other mines, 10k from POS, 2,500 meters from custom offices, And 7,500 meters from Wormholes.

Damage will be 100 for small mines, 200 for medium, and 300 for large. 5 types will be available, one for each classification of damage, and one additional type of mine for energy neutralization, for which the cap drain will vary, as well, depending on the size of the mine, my recommendation is to make a small, medium, large, and X-L, all of which should be developed based on current stats of ship classifications.

AOE of 3,000 meters with an activation range of 250 meters.

Hitpoints and tracking The mines should have a very low signature radius, thus be difficult to track and take an extensive amount of time, leaving the attacking should vulnerable to enemies that are on grid. They should have a fair amount of HP to avoid being instantly glitterized upon firing.

These are the new specs based on all information gathered by multiple sources in this thread.

Thoughts?
d0cTeR9
Caldari Provisions
Caldari State
#2 - 2015-05-13 23:44:20 UTC
*fleets of 500 show up and each dump 3 mines*
*EVE dies*

No thanks to mines, too much of a resource hog.

Been around since the beginning.

Deep Nine
Vigilante Carebears
#3 - 2015-05-14 00:43:36 UTC
Although this is a possibility, however slim it may be. This thread was primarily about fixing the mechanic and making it possible to use them once more. Which I believe has been done thoroughly.

While I can see your point, I do not believe it is any more likely to add to clutter or especially kill EvE then all of the drones left, cans, deployable structures that do not disappear on restart or any of the rest of wrecks and everything else that abounds daily, as once again, it would have a timer.

A limit could be set and even the damage could be raised, as a limit of 3 mines at their current damage set would do almost nothing worth considering.

Maybe raising the damage to 100 or 150 per mine and setting the limit towards 1 or 2 per ship.

Even being able to deploy one would be an improvement from not having it at all.

Mine:
Damage: 125.
Spacing: 3,500 meters.
Limit: 1 Per ship.
Sec: Null security space only.
Timer: 1 hour 15 minutes.
Limitations: Non deployable within 20k of gate, 3,500 meters of other deployables.
Zan Shiro
Doomheim
#4 - 2015-05-14 01:02:24 UTC
CCP doesn't do hard coded limits an issue. its more "gentlemen's agreement". In that its on the players to determine when its enough for say bubbles, cans, hell even pos mods. As overly excessive pos mods are known to slow down visuals and create lag.

If other side says you put up too much stuff....in goes the petition. And GM's determine if legit or just a whine.

Now you might say well ccp can make a hard cap happen. This too would generate lag. Lets have cap of 10. Lets have a 200 man fleet. Those first 10 mines dropped....now to keep up mine pressure you have 200 people worst case spamming the button.
Server is now....

checking mines on the field
determining max on field
telling 200 people spamming mine drop no you can't do it
player pressing button again


repeat this every server tick for as long as the fight lasts. per player on the field. And remember I looked at one side only....the other side is doing this too.
Reynas Arthie
Doomheim
#5 - 2015-05-14 01:24:46 UTC
Make them a variant to bombs.......more of a dynamic tactical weapon

Same restrictions etc (null, AOE doesn't go off if it hits a gate/station etc)

Make it a high slot module (Mine layer II)

Give it say mag cap of 5 mines. Each mine say has 5km AOE.
Once deployed the mine stays around for 10-15s then explodes.

Idea being you stick it on a fast frig or w/e then fly through your enemy group dropping mines. make it an anti drone/support weapon rather than a long term area denial weapon.

This way it doesn't become any more of a system hog than normal weapon systems but could potentially add so new tactics to fleet combat.
Deep Nine
Vigilante Carebears
#6 - 2015-05-14 01:28:26 UTC
Zan Shiro wrote:
CCP doesn't do hard coded limits an issue. its more "gentlemen's agreement". In that its on the players to determine when its enough for say bubbles, cans, hell even pos mods. As overly excessive pos mods are known to slow down visuals and create lag.

If other side says you put up too much stuff....in goes the petition. And GM's determine if legit or just a whine.

Now you might say well ccp can make a hard cap happen. This too would generate lag. Lets have cap of 10. Lets have a 200 man fleet. Those first 10 mines dropped....now to keep up mine pressure you have 200 people worst case spamming the button.
Server is now....

checking mines on the field
determining max on field
telling 200 people spamming mine drop no you can't do it
player pressing button again


repeat this every server tick for as long as the fight lasts. per player on the field. And remember I looked at one side only....the other side is doing this too.


A hard cap simply implies a limit, and would not create lag, it would prevent it, how would it creat lag? Hard caps do exist in the game albeit rare. Loaded ammunition is one of them, one that is a must, and is realistic. Mines may not be a must but they are realistic, especially since technically ships are considered navy and mines have always been an asset of navel war.

Worst case scenario is not having a cap on mines, because it has been tried before and it was severely abused, with that in mind the mechanic needed tweaking, not annihilation. Capping distance objects can be placed from one another is as sensible as the number placed.

Telling 200 people they cant drop more then one mine is the same as telling them they cant launch more then one bomb at a time from one ship, launch more then one jetty can within 2 minutes, undock too quick after joining fleet, etc, the more ships you have, the more they can launch.

Capping it makes sense, is practical, useful, and would cause squads to use it together instead of separate, as squads are want to do... work together. Along with adding additional content and strategy, it would be realistic and applicable in real time scenarios.
FireFrenzy
Cynosural Samurai
#7 - 2015-05-14 06:22:11 UTC
So i warp in 255 of my closest friends and myself and seed your undock/pos shields/gate/whatever, i leave system or even if they are slaved to the ships have my fleet warp to a safe and eject ships, holla back to the staging system (or some friendly logi bros in carriers/bowheads) and pick up some more minelayers...

"hey guys lets undock to fight these asswipes" *EXPLODES IN A RAINBOWCOLORED FIREBALL*

They have been adequatly discussed...

NOW WHAT MIGHT BE COOL is some sort of smartbomb fitted mobile deployable... that should be less stressie on the server and if their resist profile is suitably crap you cant just perma firewall/pipebomb the enemies undock...
Samillian
Angry Mustellid
#8 - 2015-05-14 07:33:24 UTC  |  Edited by: Samillian
Mines were fixed, they were removed and it was good.

More seriously my main objection is that I really believe that if you want to destroy someones ship you should at least have the decency to be on grid and actively making the attempt, rather than covering an area in mines and siting in a bar in another system sipping mojitos and sniggering as the killmails come in.

Also as I recall server load was one of the major factors in there removal, could it be CCP has more idea of what causes major load on their servers than most of us and thats why they have never returned?

NBSI shall be the whole of the Law

Danika Princip
GoonWaffe
Goonswarm Federation
#9 - 2015-05-14 09:36:40 UTC
With the restrictions you list on lifespan, distance from things and spacing, what situation do you actually see these used in? Can't undock camp, can't gatecamp, can't really bubblecamp, can't even blanket the area in front of a fleet.

What CAN you do with them?
Deep Nine
Vigilante Carebears
#10 - 2015-05-14 15:36:43 UTC
FireFrenzy wrote:
So i warp in 255 of my closest friends and myself and seed your undock/pos shields/gate/whatever, i leave system or even if they are slaved to the ships have my fleet warp to a safe and eject ships, holla back to the staging system (or some friendly logi bros in carriers/bowheads) and pick up some more minelayers...

"hey guys lets undock to fight these asswipes" *EXPLODES IN A RAINBOWCOLORED FIREBALL*

They have been adequatly discussed...

NOW WHAT MIGHT BE COOL is some sort of smartbomb fitted mobile deployable... that should be less stressie on the server and if their resist profile is suitably crap you cant just perma firewall/pipebomb the enemies undock...


Once again, in this extreme circumstance it would be limited to 10k outside stations or further, they could be shot/smartbombed or otherwise destroyed outside a POS which should be armed and can even be auto-targeted by guns (thanks for the idea), and 20k from any gate. In the event that hundreds of mines are not enough to cover a given area (wow) it would still take a considerable amount of time in relation to mines already placed. If you go to that extreme, the clock is ticking on the mines you place so you had best expect company.

The way I've presented it prevents your rainbow fireball outside stations and is less stressful on the server then mass dropping cargo cans, which last longer with no purpose. It would just be a massive waste of effort for misusing them.
Deep Nine
Vigilante Carebears
#11 - 2015-05-14 15:39:38 UTC
Samillian wrote:
Mines were fixed, they were removed and it was good.

More seriously my main objection is that I really believe that if you want to destroy someones ship you should at least have the decency to be on grid and actively making the attempt, rather than covering an area in mines and siting in a bar in another system sipping mojitos and sniggering as the killmails come in.

Also as I recall server load was one of the major factors in there removal, could it be CCP has more idea of what causes major load on their servers than most of us and thats why they have never returned?


Mines weren't fixed, they are still in the game, but cannot be used.

If you believe what you said, then POS guns should have auto-target removed. Covering an area with mines, via what I presented, would last an hour to an hour and fifteen minutes.

No, the reason they never returned is no practical and efficient ideas were presented for their use. The abuse of mines in high sec was one of the primary reasons they were removed.
Deep Nine
Vigilante Carebears
#12 - 2015-05-14 15:43:24 UTC
Danika Princip wrote:
With the restrictions you list on lifespan, distance from things and spacing, what situation do you actually see these used in? Can't undock camp, can't gatecamp, can't really bubblecamp, can't even blanket the area in front of a fleet.

What CAN you do with them?


Gate camps, Wormholes, strategic placement for preventative or to deterent methods, planets and custom offices, asteroid fields and low/null ice fields, spiking unarmed POS, dead space traps, and even fleet warfare.

They can be used inside warp disruption fields, similar to cans, abandoned drones, and other objects meant to decloak and/or cause damage.
Samillian
Angry Mustellid
#13 - 2015-05-14 16:02:53 UTC
POSs and there guns are restricted (at the moment) to very specific locations and are relatively easy not only to avoid but get away from as there targeting AI is pretty dumb, to be in any way really effective you need POS gunners, players on grid.

What you are proposing is basically an AFK weapon system which requires NO player to be on grid which is my primary objection. I object to AFK gameplay its as simple as that, if you want to cause damage you should be at the keyboard and on grid with your target and at risk of retaliation.

I also have serious concerns about the load such items would produce when used in numbers and while restricting them to Null is an obvious thing to do I think you may be underestimating just how much they would be used and what effect they would have. Last time I looked spamming large amounts of cans and drones still causes problems for the server and are still removed by GM's when reported these could have much the same effect.

NBSI shall be the whole of the Law

Deep Nine
Vigilante Carebears
#14 - 2015-05-14 16:14:08 UTC
Samillian wrote:
POSs and there guns are restricted (at the moment) to very specific locations and are relatively easy not only to avoid but get away from as there targeting AI is pretty dumb, to be in any way really effective you need POS gunners, players on grid.

What you are proposing is basically an AFK weapon system which requires NO player to be on grid which is my primary objection. I object to AFK gameplay its as simple as that, if you want to cause damage you should be at the keyboard and on grid with your target and at risk of retaliation.

I also have serious concerns about the load such items would produce when used in numbers and while restricting them to Null is an obvious thing to do I think you may be underestimating just how much they would be used and what effect they would have. Last time I looked spamming large amounts of cans and drones still causes problems for the server and are still removed by GM's when reported these could have much the same effect.


Thank You for your imput. It is relieving to know there are no problems with the design feature presented and your dislike is based on your feelings against afk play, even though this does not technically qualify as an afk mechanic anymore then a warp bubble.

Your concerns of load on the server are profoundly unwarranted as there are a great deal of other items in the game that have much longer timers, cause a great deal more lag, and provide no additional content. This is the job of Dev to actually tweak my idea to the point of being applicable and limiting drag on the server.

Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#15 - 2015-05-14 16:59:56 UTC
I was about to completely dismiss the whole concept of static mines, even though I love the idea it is too open to exploitation.

That said, imagine crossing an Interdictor and a Stealth Bomber...

Why not open up a new line of T2 destroyer, using those new models that people have been itching to see done as T2 varients, and create a minelayer ship class? The mines could work in a very similar way to Interdiction Probes, chuck one out, delayed online time, short 'armed' time (to prevent spamming), and they detonate by proximity with a smaller AoE than bombs.

They could be tailored to different tasks, like stasis feilds or other Ewar effects, they wouldn't necessarily have to cause actual damage.
13kr1d1
Hedion University
Amarr Empire
#16 - 2015-05-14 17:34:50 UTC
There's nothing good about mines that doesn't overlap with stealth bomber bombs.

Not saying that more tools for small ships or kitchen sink fleets to fight doctrines of "bring only battleships +" wouldn't be nice, but the stealth bomber is the king of this niche role and I doubt CCP will eve let people have greater firepower against fleets/bigger ships on small ships.

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

Deep Nine
Vigilante Carebears
#17 - 2015-05-14 18:13:12 UTC
Hakan MacTrew wrote:
I was about to completely dismiss the whole concept of static mines, even though I love the idea it is too open to exploitation.

That said, imagine crossing an Interdictor and a Stealth Bomber...

Why not open up a new line of T2 destroyer, using those new models that people have been itching to see done as T2 varients, and create a minelayer ship class? The mines could work in a very similar way to Interdiction Probes, chuck one out, delayed online time, short 'armed' time (to prevent spamming), and they detonate by proximity with a smaller AoE than bombs.

They could be tailored to different tasks, like stasis feilds or other Ewar effects, they wouldn't necessarily have to cause actual damage.


Thank you for constructive input.

This is actually what would limit the aforementioned problem with large groups of people deliberately spamming mines. This new concept would actually provide a tactical role in mine placement and help to limit its abuse further, while still allowing them to be used in dynamic fashion.

I support this idea.
Deep Nine
Vigilante Carebears
#18 - 2015-05-14 18:17:55 UTC
13kr1d1 wrote:
There's nothing good about mines that doesn't overlap with stealth bomber bombs.

Not saying that more tools for small ships or kitchen sink fleets to fight doctrines of "bring only battleships +" wouldn't be nice, but the stealth bomber is the king of this niche role and I doubt CCP will eve let people have greater firepower against fleets/bigger ships on small ships.



Mines and bombs are not nearly the same classification of weaponry.

That being said, if a new ship was not used for mine placement, perhaps stealth bombers (like the hound for example) could fill the roll instead. Bomb launchers can only be put on stealth bombers and as such, a mine placement module could be a simple solution to eliminating the problem with spamming mines along with providing another roll that bombers could fill that would be in line with what they are designed to do in the first place.

Interesting.
Arya Regnar
Darwins Right Hand
#19 - 2015-05-14 21:08:35 UTC
Reynas Arthie wrote:
Make them a variant to bombs.......more of a dynamic tactical weapon

Same restrictions etc (null, AOE doesn't go off if it hits a gate/station etc)

Make it a high slot module (Mine layer II)

Give it say mag cap of 5 mines. Each mine say has 5km AOE.
Once deployed the mine stays around for 10-15s then explodes.

Idea being you stick it on a fast frig or w/e then fly through your enemy group dropping mines. make it an anti drone/support weapon rather than a long term area denial weapon.

This way it doesn't become any more of a system hog than normal weapon systems but could potentially add so new tactics to fleet combat.

I like this idea

EvE-Mail me if you need anything.

Grorious Reader
Mongorian Horde
#20 - 2015-05-14 21:33:59 UTC  |  Edited by: Grorious Reader
Given the massive clouds of wrecks and other static objects I've seen in the game, I don't think mines would pose much of a technical problem for the server or the client so long as they don't move. Not only is a static object like a mine less demanding than a drone, it can be made with as few as 4 polygons (pyramid shaped). You can't use the "it'll kill EVE" argument on mines any more than you could say CCP should remove drones because if 200 people drop 5 drones each the game will die. Additionally, mines in a fleet fight would likely reduce the total number of objects in space, as they would be able to destroy multiple drones and small ships per mine, as well as wrecks.

The only hurdle is how long should they stay in space. And if you require a large enough spacing between them, your LOD could basically render most of them as a single player-facing poly or just an overlay marker, meaning thousands could be in space at once and it would not lag a modern video card at all.


As for the gameplay issues...

I imagine them working like stationary bombs with a proximity detonator. Once activated, the mine starts a timer and then detonates an AOE weapon (maybe not the same damage or radius as a bomb, who knows) that also destroys the mine. Ideally, the timer checks for proximity one last time a few seconds before detonating, so the mine isn't easily tricked. The reason for the timer is so you have a chance to escape the area if you're paying attention. This also means players in fast ships could counter mine fields by triggering mines and escaping at the last second.

The difference between bombs and mines in space is the same as the difference in the real world. Bombs are used for force projection. Mines are used for area denial - something that is pretty scarce in EVE tactics. In other words, mines are a largely defensive measure, while bombs are offensive.
123Next pageLast page