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Forum Index » » Developer Feedback » » NEW! Ever-lasting Mines!
 Author NEW! Ever-lasting Mines!
Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2004-01-05 21:01   
Okay heres an Idea to combat those people who cap Late at night..


Permanet mines! (spell check on Permanet)..


Basiaclly it's simple...

You place the mine, log out, and if anybody whacks it, it goes boom

The only differnce between regular mines is the fact of *logging out*


Details:

the mines would be just P-(type)..for example..


P-EMP Mines

Also, theirs a limmite PER server..I don't know how many mines lag up a server (too much), so i'm saying around 30-50 mines per server..



This is a good idea because now we have *some* kind of Defense when were not on..

Until Stations come out you can build =D
_________________


Taelron
Grand Admiral

Joined: October 06, 2001
Posts: 1035
From: SF Bay Area,
Posted: 2004-01-05 21:10   
actually the current timer was put in to limit those ever persistant mines because people were getting lagged out.

When that alone was not enough, we implemented the minelimit scripts in the MV.

Though we have worked out a way to make persistant mine fields, it is still something we now need to find a way to code in.

Instead of 100 single mine objects, there will simply be a "mine field" as you lay mines, the area grows and the probability a ship will strike a mine when it enters the area also grows...

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GunRunner
Marshal

Joined: October 17, 2003
Posts: 72
Posted: 2004-01-05 21:35   
and what about using the scanner to detect mines...
how would that work?

[ This Message was edited by: Gunrunner on 2004-01-05 21:36 ]
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$yTHe {C?}
Grand Admiral
Sundered Weimeriners


Joined: September 29, 2002
Posts: 1292
From: Arlington, VA
Posted: 2004-01-05 22:18   
Quote:

On 2004-01-05 21:35, Gunrunner wrote:
and what about using the scanner to detect mines...
how would that work?




Very Simply. You turn on the scanner. You see the mine if its 100 Gus away. you Say `holy crappin A thats a mine` and steer away from it
_________________


Koda
Marshal
Fatal Squadron


Joined: August 29, 2002
Posts: 1384
Posted: 2004-01-06 00:16   
Perma Mines would be great, Since ive been here ive read multiple suggestions on Mines and there is a large consensious that strategicly mining large sections of the MV or Universal Server would be pretty cool.


If you read this post, I would like you to understand that you shouldnt be discourged by these reactions but you should Use this time inbetween patchs to come up with more Ideas and then post them when the new release comes out. But Till then just make a DS folder and stick it on your desktop and put it all in there cuz there isnt anything thats going to be comming out untill the next couple patches.


so in short,( if you hate reading like me) Just wait a couple patchs then post your new suggestions.
_________________






NoPants2win
Cadet

Joined: February 23, 2002
Posts: 1275
From: Poorly ventilated paint storage facility.
Posted: 2004-01-06 01:10   
Why not just remove jumpgates entirely? It amounts to the same thing.

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Mephesto_Odium {Sirius 1 Jockey}
Cadet

Joined: October 30, 2003
Posts: 7
Posted: 2004-01-06 08:50   
The deployable minefield as opposed to the single mines would be something along the lines of what you find in the psuedo MMO abandonware "Allegiance". There you drop a mine item and a rather large area behind you is almost instantly mined, and anyone entering the field immediately starts taking dramatic damage (as in your hull meter drops like a stone) This also has effects on the field itself as it too has a "health meter" which degrades as ships enter and received their rather unhealthy does of pain. When that bar expires so does the field, as its effectively spent or deemed to scattered to do any further harm to ships. The actually visual representation of the field is a rather simple 2d image that rotates to alway face the camera to display a whole mess of mines. Radar displays simply show the generalized location of the field or its center, experience will tell you about how far you have to circumvent the indictator.

So what we have...
*A large minefield instead of a single mine
*A field represented not by a whole horde of 3d models but by several 2d layers that are clientside
*Permenant until it is depleted
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Kaine Darkheart -SO-
Grand Admiral
Deicide


Joined: March 30, 2002
Posts: 458
From: Oshkosh, Wisconsin
Posted: 2004-01-06 10:19   
How about NO....
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Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2004-01-06 12:11   
Lag from unholy ammounts of persistant objects in the servers accumulting over time.


That's my only comment.
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$yTHe {C?}
Grand Admiral
Sundered Weimeriners


Joined: September 29, 2002
Posts: 1292
From: Arlington, VA
Posted: 2004-01-06 13:13   
Quote:

On 2004-01-06 12:11, Gideon wrote:
Lag from unholy ammounts of persistant objects in the servers accumulting over time.


That's my only comment.





/me begins applauding Gideon
_________________


Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2004-01-06 20:04   
Okay bad idea -__-;;;...



*cues locking sequence.....





.....by asking a mod*
_________________


Ceridan
Cadet

Joined: May 24, 2003
Posts: 608
From: Canada
Posted: 2004-01-06 20:11   
Quote:

On 2004-01-06 20:04, Fattierob wrote:
Okay bad idea -__-;;;...



*cues locking sequence.....





.....by asking a mod*



yes REALLY bad idea(what you want to lag us all????)
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-1st Rear Admiral Ceridan

stuck in Univercity limbo

Astral Viper
Cadet

Joined: February 27, 2003
Posts: 343
Posted: 2004-01-12 00:33   
what about not making them items at all. merely a cloud when u use ur scanner u see what ever part of the mine field you can see as like a red cloud or something lke and it will also sjow up on the nav screen for you and your team to see that way its not a lot of persistant items. just 1
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unknown force
Cadet

Joined: September 27, 2002
Posts: 69
Posted: 2004-01-12 04:34   
[quote]
On 2004-01-05 21:01, Fattierob (Press Spacebar Here) wrote:
Okay heres an Idea to combat those people who cap Late at night..


Permanet mines! (spell check on Permanet)..


Basiaclly it's simple...

You place the mine, log out, and if anybody whacks it, it goes boom

The only differnce between regular mines is the fact of *logging out*

_________________________________________________________


To me that would seem to amount to just more automated planet defenses that require no player participation at all. In my opinion, planets should be defended by active players, not someone dropping mines and then logging off.

btw its permanent




[ This Message was edited by: unknown force on 2004-01-12 04:34 ]
_________________




Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2004-01-12 16:03   
Quote:

On 2004-01-12 00:33, Astral Viper (Save the Gaifens) wrote:
what about not making them items at all. merely a cloud when u use ur scanner u see what ever part of the mine field you can see as like a red cloud or something lke and it will also sjow up on the nav screen for you and your team to see that way its not a lot of persistant items. just 1




5000 individual mines, or 5000 mine clouds, that's still 5000 objects the server has to track.

Same problem, just larger sized objects involved.
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