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Lt. Commander
Join Date: Dec 2007
Posts: 120
Mines are traditionally placed well before battle, and then the enemy are lured over them. I think that these quickly-disappearing mines just don't fulfill the role.

Correct me if i'm wrong, but nobody ever dropped mines all over the place in the middle of battle.* it was always some minefield they stumbled into, or that someone laid there as a trap.

My view on mines is that they should have a very long recharge; however they are hard to detect (like mask sensors; you can see the mines when you are, say, 3km away) They should also do vastly more damage and have much better/longer effects.

this way, you could lay a minefield that wouldn't screw with everyone's views, and would also fulfill the "mine" role... that of a trap. The mines could be detected, once you got close enough, and there would be enough room for you to avoid them, as long as you're not going at Mach 5. but if you are pursuing someone and using speed buffs, and you hit a minefield... well, I feel it should severely damage your ship, enabling your target to escape.

has anyone else thought of something like this? and does anyone else like/dislike the idea?

*yes the defiant put down mines while under fire. however, it couldn't do it properly.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-27-2011, 01:52 AM
Quote:
Originally Posted by OVERLOURD
Mines are traditionally placed well before battle, and then the enemy are lured over them. I think that these quickly-disappearing mines just don't fulfill the role.

Correct me if i'm wrong, but nobody ever dropped mines all over the place in the middle of battle.* it was always some minefield they stumbled into, or that someone laid there as a trap.

My view on mines is that they should have a very long recharge; however they are hard to detect (like mask sensors; you can see the mines when you are, say, 3km away) They should also do vastly more damage and have much better/longer effects.

this way, you could lay a minefield that wouldn't screw with everyone's views, and would also fulfill the "mine" role... that of a trap. The mines could be detected, once you got close enough, and there would be enough room for you to avoid them, as long as you're not going at Mach 5. but if you are pursuing someone and using speed buffs, and you hit a minefield... well, I feel it should severely damage your ship, enabling your target to escape.

has anyone else thought of something like this? and does anyone else like/dislike the idea?

*yes the defiant put down mines while under fire. however, it couldn't do it properly.
The idea in general is interesting, but I think it would require mines to be something else then what they are now - a weapon occopying a weapon slot. It just seems odd, from a game design perspective, to have direct damage effects and elements of a preperation/ambush mechanic in the same slot.

Maybe there should be a Minelaying "Device" instead that does what you describe. (And if you unequip it, the mines explode.) Would certainly be interesting in Capture & Holds and Ker'rat if you could place a minefield around a "point of interest" that way.

Strategic Mine Layer [By Weapon Type]
Unique Device - 20 Charges.
Cooldown: 60 seconds. Any previously layed minefield is destroyed.
You drop a series of mines in a pattern behind your ship, the pattern covers an area of 5 x 5 km.
The mines are cloaked. A normal ship can detect them when within a range of 3km. The device cannot be activated at red alert. It takes 6 seconds for the mines to arm and cloak after deployment.
  • Photon Mines: You drop 16 Mines, each with the explosive power of two photon torpedo.
  • Quantum Mines: You drop 12 Mines, each with the explosive power of two quantum torpedoes.
  • Plasma Mines: You drop 12 Mines, each with the explosive power of two plasma torpedoes, with a 100 % chance to create a plasmafire.
  • Chroniton Mines: You drop 12 Mines, each with the explosive power of two chrontion torpedoes and a 100 % chance to snare the target.
  • Transphasic Mines: You drop 8 Mines, each with the explosive power of two transphasic torpedoes with 75 % bleedthrough.
  • Tri-Cobalt Mines: You drop 4 Mines, each with the explosive power of a Tri-Cobalt Torpedo.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-27-2011, 05:01 PM
Quote:
Originally Posted by MustrumRidcully View Post
The idea in general is interesting, but I think it would require mines to be something else then what they are now - a weapon occopying a weapon slot. It just seems odd, from a game design perspective, to have direct damage effects and elements of a preperation/ambush mechanic in the same slot.

Maybe there should be a Minelaying "Device" instead that does what you describe. (And if you unequip it, the mines explode.) Would certainly be interesting in Capture & Holds and Ker'rat if you could place a minefield around a "point of interest" that way.

Strategic Mine Layer [By Weapon Type]
Unique Device - 20 Charges.
Cooldown: 60 seconds. Any previously layed minefield is destroyed.
You drop a series of mines in a pattern behind your ship, the pattern covers an area of 5 x 5 km.
The mines are cloaked. A normal ship can detect them when within a range of 3km. The device cannot be activated at red alert. It takes 6 seconds for the mines to arm and cloak after deployment.
  • Photon Mines: You drop 16 Mines, each with the explosive power of two photon torpedo.
  • Quantum Mines: You drop 12 Mines, each with the explosive power of two quantum torpedoes.
  • Plasma Mines: You drop 12 Mines, each with the explosive power of two plasma torpedoes, with a 100 % chance to create a plasmafire.
  • Chroniton Mines: You drop 12 Mines, each with the explosive power of two chrontion torpedoes and a 100 % chance to snare the target.
  • Transphasic Mines: You drop 8 Mines, each with the explosive power of two transphasic torpedoes with 75 % bleedthrough.
  • Tri-Cobalt Mines: You drop 4 Mines, each with the explosive power of a Tri-Cobalt Torpedo.
I like the ideas for the mine types, and I have an idea for the device

in addition to dropping mines, the device drops your shields for... 10 seconds?

It would give an incentive to waiting to ambush people, instead of doing so as soon as all of your powers were ready

Also, it makes dropping mines more of a tactical choice: am I really safe enough to lay a minefield right now?

anyone else have any thoughts?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-27-2011, 05:06 PM
We already have cloaking mines for the Romulans, so mines that hide from enemy sensors are definitely do-able.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-27-2011, 05:10 PM
cloaked chroniton mines would be the death of escorts.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-27-2011, 05:39 PM
Quote:
Originally Posted by Beagles View Post
cloaked chroniton mines would be the death of escorts.
How so?

it would prevent escorts from alpha-striking sitting Klingons, but i've never seen a Klingon sit around and wait for the federation to attack. The Klingons always are attacking a group of Federation ships, not the other way around.

Honestly, the reasons i want this is is to clear up the mine-spam. this will, unfortunatly, work better for federation in pvp because it would increase the power of the Fedball. (which I despise beyond all imagining, despite being an all-federation player.)

however, it would change the tactical gameplay to allowing more effective ambushes. I seem to remember several episodes where someone led a superior force into a minefield... if anyone has any idea which ones...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-27-2011, 06:07 PM
It would be the death of escorts/birds because ships will drop them, theyll cloak, and a cruiser with FAW wont be able to clear them (since theyre...invisible). Then the escort will fly around and get hit constantly by them, making it so theyre slow, cant turn and cant run.

Chroniton mines are already super cheese when you dont have a mine sweeper on your team.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-27-2011, 06:24 PM
but you'd have to drop them before battle. so it'd be pretty hard to set them down in a battle area

more likely that a bop would run toward them when they try to evade combat, allowing the bop to ambush pursuers
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-27-2011, 07:56 PM
just be glad they dont have self replication....

or maybe if they acted like real mines and targeted anything nearby. not just the opposing force?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-28-2011, 04:08 AM
Quote:
Originally Posted by matteo716 View Post
just be glad they dont have self replication....

or maybe if they acted like real mines and targeted anything nearby. not just the opposing force?
Anything? Now that really would be funny and awesome.
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