open All Channels
seplocked Features and Ideas Discussion
blankseplocked MINES
 
This thread is older than 90 days and has been locked due to inactivity.


 
Author Topic

Mr Cleann
Caldari
State War Academy
Posted - 2010.01.09 08:25:00 - [1]
 

No not gold mines or uranium mines but the KABOOM kind of mine. A while back Eve had them but they were disabled due to lag issues. People would use them to place outside stations and eventually they would cause a ton of lag, not to mention making a few happy people ****ed when they hit one as they undocked. So CCP opted to disable them. I thik they can be re-implemented if the way they were allowed to be used was changed. Instead of being laid and left for eternity, Place a deployed lifespan on them of say 30 min to an hour. If they havent been tripped or retrieved they self destruct. The player can set the time duration. Their can also be a requirement that the ship that laid the mines must be either in the system or within "x" amount of distance. Once the mine laying ship docks or leaves the system or goes out of range they all self destruct. If used in high sec then normal rules apply if they hit an illegal target. The mines should cause heavy damage based on the skill something simular to the damage caused by a stealth bombers bomb maybe a little more or less. Plus I can manufacture them since ccp was nice enough to leave the bpo's in game. Vice making a periodic scam sale on them.Twisted Evil I brought up the mine topic a few years back and I remember a Dev saying he would pass the idea on to the design team. that was the last I heard of the idea.

wiersma
Caldari
Dark Matter Systems
Posted - 2010.01.09 10:49:00 - [2]
 

Edited by: wiersma on 09/01/2010 10:50:02
I remember the mines, and i agree with mr cleann Mines should be returned to eve. I just wonder how a mine could cause lag? its just an object. so i would say. a mine can have a max life span of 23 hours and put a limit to the number of mines a player can set.

Jim Ned
Posted - 2010.01.12 18:15:00 - [3]
 

Mines do cause lag. You know how bad it is in a 100 ship skirmish. Now imagine ever system like that. Mines good Very Happy, lag from mines very bad Evil or Very Mad.

Mr Cleann
Caldari
State War Academy
Posted - 2010.01.13 03:27:00 - [4]
 

we need mines, lots and lots of mines they would do good around the jumpgates :)

DuKackBoon
Posted - 2010.01.13 03:28:00 - [5]
 

How about this then: A special ship that can fit a "mine layer" module, maybe a T2 destroyer, and you can deploy one mine per level of "mine laying", ending up with everyone able to set Exactely 5 mines at max. They auto-detonate after a while, or are removed every DT.

Mr Cleann
Caldari
State War Academy
Posted - 2010.01.13 03:41:00 - [6]
 

I say between 5 to 10 mines per level. If its was 1 mine per level then you can reall place an effective mine field. Unless ofcourse the mines either packed a really big boom or fired a submunition simular to what the U S Navy has with the MK 60 Captor Mine.

DrDooma
Posted - 2010.01.13 05:17:00 - [7]
 

I donít think this is a good idea if for not other reason then that it does not add anything to strategy or skill.

Example: In one of the recent fleets NC VS Triends (Tri and Friends, hopes it catches on) the local hit over 1000. Now imagine that every person brought mines.

darius mclever
Posted - 2010.01.13 05:24:00 - [8]
 

we already had dev replies on this and the summarize his answer for you:

1. mines caused too much lag.
2. the griefing potential was too big.
3. they will never return.

hope this helps


 

This thread is older than 90 days and has been locked due to inactivity.


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only