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[FAQ
Forum Index » » Developer Feedback » » poll : mines
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 Author poll : mines
Antdizzle


Joined: February 07, 2003
Posts: 860
Posted: 2004-06-13 14:25   
are mines to be used as they are now? offensive weapon or be put back into hvy weapon slot where they actually are used for laying minefields Vote:
1) mines should have thier own slot.
2) mines should go into the hvy weapon slot and actually be usefull


so... vote....


2
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Dempster
Grand Admiral

Joined: August 03, 2003
Posts: 668
Posted: 2004-06-13 14:37   
i agree, you'd even see TC's loaded with nukes before, but its not like its an easy thing to fly, one wrong move and u nuke yourself =P
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Hawk™
Cadet

Joined: July 22, 2003
Posts: 570
From: Lagtopia, Lag system.
Posted: 2004-06-13 14:54   
2
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2004-06-13 15:10   
That's kind of a leading question..

"Would you prefer mines have their own slot and be worthless, or be in the heavy weapon slot and see some use?"

Not exactly a fair poll...

Regardless, I've heard plenty of complaints about this... we'll look at how the weapons/heavies/mines are setup in the future, as people seem to miss their minelayers.
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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2004-06-13 15:26   
Well i got a new suggetion then.

i would go for 3) Mines keep theyr mine slot however each side get a cruiser hull mine layer, obviously the main focus is on the mines like the bomber cruiser of the Kluth is for bombing.
but it should have some weapons so it can be used for a fight as well
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- Axi

Darksworde
Marshal
Pitch Black


Joined: September 06, 2002
Posts: 806
From: The Zoo
Posted: 2004-06-13 15:48   
2. I want mines and mine damage back exactly as it was b4!
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Rocki
Grand Admiral

Joined: August 13, 2002
Posts: 1029
Posted: 2004-06-13 16:07   
3) implement the minefield idea.

however i'd settle for 2, i miss my nuke shell/scarab
_________________


Fatal Command (CO)
Marshal
Fatal Squadron


Joined: November 27, 2002
Posts: 1158
From: over here in New York noticing some ppl are like canoes.....they need to be paddled.
Posted: 2004-06-13 16:08   
ac miner.....youre dead....
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AdmBito
Grand Admiral
Sundered Weimeriners


Joined: October 04, 2002
Posts: 1249
From: Its hard out here for a pimp
Posted: 2004-06-13 16:40   
The poll you have put forth is a bit loaded, as Shig stated above.

However, mines aren't nearly as useful as they were before for a few reasons:

1. They are able to be detected and seen without a scanner. This enables clearing easily, and efficently, before or during a defensive minefield is being set up. If one is managed to be set up, the likelyhood that it will be run through are slim to none.

2. No ships can mount them in large enough numbers to set up a large minefield, should it be undectable, quickly without the field being blown up before the 15 minute timer starts to go off. (The largest capacity for mines is 3, on the ICC minelayer destroyer.)

3. Minelaying ACs were just plain cool.

4. K'luth are left without a good minelayer ship. With all the complaining of K'luth ships having mines and reloads, anyone who didn't have a scanner when assaulting a planet, or who kept following a Ganglia closely deserved to be blown up anyways.

5. UGTO: see K'luth, no effective minelayers now.

I've included another rant just to show this isn't a new concern.

Bito
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Puppies gotta die, too.

-Viper-
Fleet Admiral

Joined: July 26, 2001
Posts: 55
From: UK
Posted: 2004-06-13 17:06   
2!

AM miner scarabs all the way
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2004-06-13 19:42   
The only problem with the mine-laden ships is that, light fighters, they had a tendency to lag out the servers..

But hey, what's a little more lag, eh?

And while a dedicated mine layer isn't a bad idea, the freedom to mod ships into minelayers is a bit more fun, mainly because that way, attackers won't actually KNOW that it has mines until they're already too close to avoid them (if you're good). It just adds a bit more suspense and strategy to the game. So that's why the mod ability is a bit more fun.

But we'll see.. we'll have to figure out what to do about this, as our current balance plans/strategy do not have the mines going back to the heavy slot.
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Dempster
Grand Admiral

Joined: August 03, 2003
Posts: 668
Posted: 2004-06-13 21:18   
since mines were invisible there was no lag!
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Dempster
Grand Admiral

Joined: August 03, 2003
Posts: 668
Posted: 2004-06-13 22:10   
oh and shig, fix the turning lag
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CowboyFunk
Vice Admiral

Joined: December 28, 2003
Posts: 145
From: ?
Posted: 2004-06-13 22:52   
2) <-------
only icc gets mines
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2004-06-13 23:24   
I'm on it, Demp, thanks.

And I don't think mines for only one faction is a good idea. Maybe I could see limiting mines between factions, though that's not much fun. I prefer mines that have specialities, like we have now...
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