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Player Features and Ideas Discussion

 
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Anaconda Mines

Author
Mavros Pete
Doomheim
#1 - 2015-10-05 23:33:23 UTC
It would be interesting to see these mines returning in game. Back in the day, people used to mine the heck out of stargates, Lotsa insta ships and pods. And mines got removed for obstructing gameplay.

Add some restrictions. You shouldn't be able to rig gates, stations, acceleration gates, pocos, planets and stars. But safespots? especially if u can intercept a player's spot and setup the ambush. Or a pos, to have fun with cloaky eyes, if they are unlucky enough to set one off.

Give em a lot of m3 , so that people cannot use much, and a specific life time, say 6-12 hours. -0.4 minimum space. Proximity fuse AoE damage. Drop it and in 10 seconds it goes active.



Donnachadh
United Allegiance of Undesirables
#2 - 2015-10-06 01:24:44 UTC
Seems to me that one of the primary mines were removed was server issues, if so that would be reason enough to give you a -1.

Last mine thread tha came up many of those who responded stated that you should be present to be able to kill, yet mine allow your to as you call it lay an ambush and then warp off and wait for the kill mail and I agree with that sentiment so this idea gets a -1 for that.
Feather Storm
Tindalosian Trading Consortium
#3 - 2015-10-06 01:56:28 UTC
mines were removed for two reasons one they caused significant server lag and two if you were in HISEC and your mines killed someone you took a sec hit and CONCOR showed up weather your mines were in low or null

up vote for the lols? I don't think so.

Things change you adapt or you whine.

[u]Please note[/u]: Whining will alert the nearest predator resulting in death and the continuation of the EVE-olutionary process.

Mavros Pete
Doomheim
#4 - 2015-10-06 06:59:14 UTC
Donnachadh wrote:
Seems to me that one of the primary mines were removed was server issues, if so that would be reason enough to give you a -1.

Last mine thread tha came up many of those who responded stated that you should be present to be able to kill, yet mine allow your to as you call it lay an ambush and then warp off and wait for the kill mail and I agree with that sentiment so this idea gets a -1 for that.


Yes mines were removed for server issues, but if u disallow infinite life, that wont be a problem.

As for the second argument, well again limited life will grant you the element of surprise for a small interval, then mine simply dies. Like discovery probes, they register, do their job, then gone.

Even less time span, say you warp in a plex, you take the gate, mid way to next gate you lay an "egg" :D for 1h you got a nice trap set. you finish the plex warp out, plex despawns and so does the mine. So you get locality of use and time constraints. As for high sec issues with mines killing ppl in low sec, get a mine timer showing the player when his mine expires.
Samillian
Angry Mustellid
#5 - 2015-10-06 07:06:17 UTC
All other objections aside I honestly believe that if you want to kill something you should be on grid getting your hands dirty. Sitting in a safe or in a station and softly giggling over a Mojito while the killmails come in is not something you should be able to do.

Not supported.

NBSI shall be the whole of the Law

Tabyll Altol
Viziam
Amarr Empire
#6 - 2015-10-06 07:10:54 UTC
Mavros Pete wrote:
It would be interesting to see these mines returning in game. Back in the day, people used to mine the heck out of stargates, Lotsa insta ships and pods. And mines got removed for obstructing gameplay.

Add some restrictions. You shouldn't be able to rig gates, stations, acceleration gates, pocos, planets and stars. But safespots? especially if u can intercept a player's spot and setup the ambush. Or a pos, to have fun with cloaky eyes, if they are unlucky enough to set one off.

Give em a lot of m3 , so that people cannot use much, and a specific life time, say 6-12 hours. -0.4 minimum space. Proximity fuse AoE damage. Drop it and in 10 seconds it goes active.






I would like the idea but i would add some restrictions (only 0.0):
- They are only active as long as the player is in the same system
- They need a minimum distance from other bombs
- They do a specific AOE-dmg e.g. 3k for 6k radius


They could be different types of mines e.g. focused ones which do more dmg but have a lower aoe radius

Like the idea +1
FireFrenzy
Cynosural Samurai
#7 - 2015-10-06 08:41:47 UTC
No for all the same reasons as before... Hobocamping is bad enough when you dont just turn the entire grid into a fireball not to mention the N*N-1 number of calculations that need to happen once a big fleet is told to "drop mines and warp to planet 5"...

The hamsters would go on strike immediately
Mavros Pete
Doomheim
#8 - 2015-10-06 09:20:49 UTC  |  Edited by: Mavros Pete
FireFrenzy wrote:
No for all the same reasons as before... Hobocamping is bad enough when you dont just turn the entire grid into a fireball not to mention the N*N-1 number of calculations that need to happen once a big fleet is told to "drop mines and warp to planet 5"...

The hamsters would go on strike immediately



k Add more restrictions, you cannot drop another mine closer to 20km, unless fleets want to spread around drop the mines and gtfo before they go active (come back to ss and die horribly lel). Limit its use and its life span. There are ways around it.
elitatwo
Zansha Expansion
#9 - 2015-10-06 09:52:51 UTC
Please, if you want afk killmails than drop sentries like everyone else.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Lugh Crow-Slave
#10 - 2015-10-06 10:18:12 UTC
Mavros Pete wrote:
FireFrenzy wrote:
No for all the same reasons as before... Hobocamping is bad enough when you dont just turn the entire grid into a fireball not to mention the N*N-1 number of calculations that need to happen once a big fleet is told to "drop mines and warp to planet 5"...

The hamsters would go on strike immediately



k Add more restrictions, you cannot drop another mine closer to 20km, unless fleets want to spread around drop the mines and gtfo before they go active (come back to ss and die horribly lel). Limit its use and its life span. There are ways around it.



Mines with a minimum distance of 20km are not going to be much use


Generally if you need to add a bunch of extreme restrictions to something is just not a good idea
Donnachadh
United Allegiance of Undesirables
#11 - 2015-10-06 14:01:04 UTC
Read through all you limitations and restrictions so here are my answers.

-1 if you place them close enough to each other that they are useful in some practical way then they will cause server lag.
-1 if you spread them around enough so that they do not cause server lag then they are worthless because they are to easy to see and avoid. No you cannot have cloaked mines to eliminate this issue.
-1 to any timer because you do not get to have kills while you are safely docked, sitting at a deep safe or anywhere else. You want kills get out and get your ships hull bloody.

-1 because any idea that has to have as many restrictions as this one does is a bad idea to start with.
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#12 - 2015-10-06 23:29:30 UTC
FireFrenzy wrote:
No for all the same reasons as before... Hobocamping is bad enough when you dont just turn the entire grid into a fireball not to mention the N*N-1 number of calculations that need to happen once a big fleet is told to "drop mines and warp to planet 5"...

The hamsters would go on strike immediately


You could have them function like super slow motion bombs.
Only work in j-space, only active while parent ship is on grid, cannot be planted within 25km of a stargate, station or POS.

Explosion radius 5km, 250 damage per mine, build cost 1mil per each. Activation timer 20s. Lifetime valid for the time spent with host on grid. Cannot be recovered.
Lugh Crow-Slave
#13 - 2015-10-07 02:49:24 UTC
Caleb Seremshur wrote:
FireFrenzy wrote:
No for all the same reasons as before... Hobocamping is bad enough when you dont just turn the entire grid into a fireball not to mention the N*N-1 number of calculations that need to happen once a big fleet is told to "drop mines and warp to planet 5"...

The hamsters would go on strike immediately


You could have them function like super slow motion bombs.
Only work in j-space, only active while parent ship is on grid, cannot be planted within 25km of a stargate, station or POS.

Explosion radius 5km, 250 damage per mine, build cost 1mil per each. Activation timer 20s. Lifetime valid for the time spent with host on grid. Cannot be recovered.


please read the previous posts about a mass number of ships dropping these at once

and the one about a bunch of extreme restrictions


don't get me wrong i would love mines to be brought back sandboxes generally get better if more good tools are added there just has not been a proposal that fixes the major issues with mines w/o nerfing them into uselessness
Nafensoriel
Brutor Tribe
Minmatar Republic
#14 - 2015-10-07 02:53:53 UTC
Yes... Please add mines again.

They arnt totally overpowered.

The Imperium totally wont abuse them to make the entire server cry.

I personally wont deploy a 200 jump hellcamp just for sh*ts and giggles...
Kenrailae
Center for Advanced Studies
Gallente Federation
#15 - 2015-10-07 04:30:10 UTC
Mines are one of those things that would be awesome if they could be implemented in such a way that they weren't super easy to abuse, but I can't see a way one could implement them so they couldn't be massively abused and still be worth the minerals used to make them.


-1 sadly, for this reason.


Though if a compelling argument came along for how to implement them so they were useful and not really easy to abuse(both by players and abusive to the server), I'd probably change my mind.

The Law is a point of View

The NPE IS a big deal

Anthar Thebess
#16 - 2015-10-07 06:10:27 UTC
This can be interesting defense mechanism in citadels.
So player can deploy mines around the citadel when it is really under a heavy siege.
Lugh Crow-Slave
#17 - 2015-10-07 06:16:10 UTC
Anthar Thebess wrote:
This can be interesting defense mechanism in citadels.
So player can deploy mines around the citadel when it is really under a heavy siege.



Maybe citadels themselves can release some if fit with a mine launcher definitely worth thinking about
Arthur Aihaken
CODE.d
#18 - 2015-10-07 15:02:30 UTC
Jita 4-4 undock for the win...

I am currently away, traveling through time and will be returning last week.

Lim Hiaret
Hiaret Family
#19 - 2015-10-07 15:56:53 UTC
Bring back the mines!

I don't think server performance is still an issue with that. It needs to be balanced though. Also different types of mines should to be considered. Mines that can be used during a fight with a short life span like 1 minute vs. mines to shape a battle field and a long life span. Obious restrictions of course 0.0/ WH space only, not at gates, stations, wormholes. It should also require a special module, like a mine launcher, and maybe even a special T2 ship, like a pioneer or it could just be added to interdictors/bombers.

Tactical mines:
- short activation time after deployment
- short life span
- small explosion and proximity radius
- short explosion delay
- high explosion velocity
- small individual damage, but a possible chain reaction

Anchored mines:
- anchoring, long activation time
- lifespan of a month
- large explosion and proximity radius
- very high damage, no chain reaction
- very slow explosion velocity
- long delay between trigger and explosion
Serendipity Lost
Repo Industries
#20 - 2015-10-07 16:10:49 UTC
Mines are the eve equivalent of the free candy the guy has in the back of his van down at the end of the alley.