#1
Posted 19 September 2014 - 10:18 PM
This consumable would be for IS mechs only. Could not equip on a Clan Mech.
Air Dropped Mines
• Grid Launched on map. Aircraft visual overhead while deploying.
• Drops 16 mines in 4x4 pattern 60mX60m. Lands on surface it contacts so different elevations are possible.
• Visible as a round object low to the surface it lands on. Smaller then car. Sticks to what it lands on, even mechs.
• Each mine is smart IFF. Will only detonate if enemy is close.
• Auto Detonation range is enemy mech within 5 meters. Close by friendly mechs do not stop the detonation.
• Damage starts at 40pts at 0 meters linear to 4pts damage at 10 meters. Elevation is considered in distance from mine for damage. Friendly mechs can be damaged if they are in range.
• A mine explosion will not detonate other mines unless they are within 10 meters of the explosion(requires more then 1 minefield laid in the same area).
• Mine kills, assists, damage, component destruction, GXP and Cbill awards compile on launching mech’s stats.
• Each mine needs 2pts of damage to be detonated so you can clear away mines or detonate a mine for whatever reason.
• 5 gxp awarded per enemy mine detonated by damage.
• Can be detonated by arty or airstrikes in addition to weapons.
• Targeting assist if you have BAP. Shows up on friendly map as micro dots.
• 8 seconds delay for minefield deployment. 4 seconds before the mines fall, followed by 4 seconds to arm. You can run away if you spot them dropping.
• Consumable 40k cbills or 15 mc
• 15k GXP to unlock air dropped mines
• Persistent, ends only when disabled.
• Doe not spot mechs.
Possible Uses:
Drop on a location of clustered enemy mechs. If a mine lands on your head survival is not likely.
Area denial. Don't want mechs coming in behind you, mine it. Also works as early warning.
Lights control. If you can get one of them into a minefield legs take a beating. Think how satisfying it would be to see a Spider or Firestarter land on one.
#2
Posted 19 September 2014 - 10:31 PM
Weagles, on 19 September 2014 - 10:18 PM, said:
This consumable would be for IS mechs only. Could not equip on a Clan Mech.
Air Dropped Mines
• Grid Launched on map. Aircraft visual overhead while deploying.
• Drops 16 mines in 4x4 pattern 60mX60m. Lands on surface it contacts so different elevations are possible.
• Visible as a round object low to the surface it lands on. Smaller then car. Sticks to what it lands on, even mechs.
• Each mine is smart IFF. Will only detonate if enemy is close.
• Auto Detonation range is enemy mech within 5 meters. Close by friendly mechs do not stop the detonation.
• Damage starts at 40pts at 0 meters linear to 4pts damage at 10 meters. Elevation is considered in distance from mine for damage. Friendly mechs can be damaged if they are in range.
• A mine explosion will not detonate other mines unless they are within 10 meters of the explosion(requires more then 1 minefield laid in the same area).
• Mine kills, assists, damage, component destruction, GXP and Cbill awards compile on launching mech’s stats.
• Each mine needs 2pts of damage to be detonated so you can clear away mines or detonate a mine for whatever reason.
• 5 gxp awarded per enemy mine detonated by damage.
• Can be detonated by arty or airstrikes in addition to weapons.
• Targeting assist if you have BAP. Shows up on friendly map as micro dots.
• 8 seconds delay for minefield deployment. 4 seconds before the mines fall, followed by 4 seconds to arm. You can run away if you spot them dropping.
• Consumable 40k cbills or 15 mc
• 15k GXP to unlock air dropped mines
• Persistent, ends only when disabled.
• Doe not spot mechs.
Possible Uses:
Drop on a location of clustered enemy mechs. If a mine lands on your head survival is not likely.
Area denial. Don't want mechs coming in behind you, mine it. Also works as early warning.
Lights control. If you can get one of them into a minefield legs take a beating. Think how satisfying it would be to see a Spider or Firestarter land on one.
It's an interesting concept, though I have two issues, for one: given the routinely low representations light mechs see these days, I'm not sure another indirect nerf to them is really needed. Two: Consumables really need to be redesigned as an aspect of role warfare, especially before more are introduced. Personally I think they should be physical equipment we have to install in our mechs, equipment that take up slots and weight, instead of being magic cards we pull out of our asses. additionally the chassis' that can equip them need to be restricted, strikes should only be equipable by scouts/strike-recon to help flesh out the spotter/observer/scout role, something like this could be added to support variants to help flesh out that role.
Edited by Quxudica, 19 September 2014 - 10:32 PM.
#3
Posted 19 September 2014 - 11:57 PM
Edited by El Bandito, 20 September 2014 - 05:01 PM.
#4
Posted 20 September 2014 - 01:53 AM
gh0s7m3rc, on 20 September 2014 - 01:49 AM, said:
An interesting idea. For initial implementation, I'd rather half the number of mines and adapt the distance between them, just to see how the community uses the new consummable. Increase to 12 or 16 or even lower to 4 mines, depending on the results after, say, a month of use.
Also, not sure if persistent durability for a match is a good idea. 24 mine fields spread throughout the map for the WHOLE match seems overkill. Not to mention that, in competition, teams would use and abuse these, again, for overkill (well, it's already done anyway with Air and Arty, so why increase it?). Again, for initial implementation, give the minefield a two-minutes timer, then they deactivate and "fade away".
What about Slugs for LB-X AC's? Or Inferno SRM's?
PGI still can't find a way to implement slugs for LBXs.
#5
Posted 20 September 2014 - 02:18 AM
Edited by SaltBeef, 20 September 2014 - 02:23 AM.
#6
Posted 20 September 2014 - 02:46 AM
#7
Posted 20 September 2014 - 03:07 AM
#8
Posted 20 September 2014 - 06:19 AM
The details: It would make the weaker mechs weaker and award the top-heavy heavy/assault mechs. 40 points of damage to the legs of the mobile mechs (ie: lights, cicada) is death. Lights are going to have the longest travel distance per match, and therefore highest chance of stumbling upon these. The slow mechs would have the area cleared by them generally because allies have already walked that ground.
#9
Posted 20 September 2014 - 07:05 AM
Griggio, on 20 September 2014 - 03:07 AM, said:
You are ahead of my postings. I have 4 more consumable discussions Elemental for clans, Infantry, Tanks, and the beloved Urbie for IS. From the feed back on this forum and others I know there are many more consumable ideas out there. The positive and constructive replies are greatly appreciated.
#10
Posted 20 September 2014 - 07:12 AM
The Wakelord, on 20 September 2014 - 06:19 AM, said:
The details: It would make the weaker mechs weaker and award the top-heavy heavy/assault mechs. 40 points of damage to the legs of the mobile mechs (ie: lights, cicada) is death. Lights are going to have the longest travel distance per match, and therefore highest chance of stumbling upon these. The slow mechs would have the area cleared by them generally because allies have already walked that ground.
I agree that it would greatly harm a light mobile mech more than a large mech if they run into the field. In practice I see it more being used to break up death balls. Drop this in the middle of a death ball and watch the mechs scatter. A light can run in and drop an arty strike, mechs that are further back can use the targeting data the light gathers to drop mines on large concentrations of enemy. Every class of mech can benefit or be decimated. The game play would change to adapt to the new potential. Slower or non moving mechs would have less chance of avoiding a field drop of mines. Like any play impacting feature you will either love it or hate it in the drop you are in.
#11
Posted 20 September 2014 - 07:18 AM
Jaeger Gonzo, on 20 September 2014 - 02:46 AM, said:
Could you detail out like I did how thunder and t-aug ammo should work. Several other posters want this stuff. If we could come to some basic agreement on how it should work PGI might implement. They take significant grief for every decision they make on how to implement. If we the community navigate the pros and cons in a civil discussion first we take away some of the reluctance to trying something new. They win respect for their work and we get the content we want.
Thanks for your contributions and can we have more.
#12
Posted 20 September 2014 - 07:22 AM
As for consumables... I view them as something that should be more strategic then damaging... I love the UAVS and encourage things like say
--- "Night Flare" - Use on a night map to flash a nightvision mechs for say 5 seconds
---"Decoy" - drops heat vision decoys for 10 seconds...
--- etc....
#13
Posted 20 September 2014 - 07:29 AM
Quxudica, on 19 September 2014 - 10:31 PM, said:
It's an interesting concept, though I have two issues, for one: given the routinely low representations light mechs see these days, I'm not sure another indirect nerf to them is really needed. Two: Consumables really need to be redesigned as an aspect of role warfare, especially before more are introduced. Personally I think they should be physical equipment we have to install in our mechs, equipment that take up slots and weight, instead of being magic cards we pull out of our asses. additionally the chassis' that can equip them need to be restricted, strikes should only be equipable by scouts/strike-recon to help flesh out the spotter/observer/scout role, something like this could be added to support variants to help flesh out that role.
I agree that some deploy from mech consumables like cool shots and UAV should be equipment like BAP. Communication consumables like strikes and this air drop are really about battle priority. You buy the option to use another resource. These should remain modules. Changes to UAV and cool shot would be impractical unless they greatly restructure the back end. Maybe they will and any suggestion to how to do it expands the design possibilities. For new content we as the community should consider and discuss what type of feature it should be. To me air dropped mines looks like a consumable. It takes no space on the mech. Needs a button to deploy, and some other feature outside the mech, an aircraft flies overhead and drops the mines.
Great addition to the conversation and please keep adding.
#14
Posted 20 September 2014 - 07:37 AM
El Bandito, on 19 September 2014 - 11:57 PM, said:
Cool. New content is what we all want. Could you start a new thread specific to Thunder LRMs with details on how it will work. A dedicated discussion on the details of how they would work might interest PGI enough to implement. Especially if you can get community buy in. Its a hope anyway.
For this thread can we continue the discussion on Air Dropped Mines.
gh0s7m3rc, on 20 September 2014 - 01:49 AM, said:
An interesting idea. For initial implementation, I'd rather half the number of mines and adapt the distance between them, just to see how the community uses the new consummable. Increase to 12 or 16 or even lower to 4 mines, depending on the results after, say, a month of use.
Also, not sure if persistent durability for a match is a good idea. 24 mine fields spread throughout the map for the WHOLE match seems overkill. Not to mention that, in competition, teams would use and abuse these, again, for overkill (well, it's already done anyway with Air and Arty, so why increase it?). Again, for initial implementation, give the minefield a two-minutes timer, then they deactivate and "fade away".
What about Slugs for LB-X AC's? Or Inferno SRM's?
All good suggestions worthy of their own threads. Lets stick to Air Dropped Mines on this thread.
Thanks
#15
Posted 20 September 2014 - 07:43 AM
A mech module to allow them to be more easily seen and/or BAP making them more easily seen would be great too.
XP/CB reward per mine detected & destroyed.
#16
Posted 20 September 2014 - 07:45 AM
El Bandito, on 20 September 2014 - 01:53 AM, said:
PGI still can't find a way to implement slugs for LBXs.
Engines have limits. Lets keep the conversation positive on what we would like and start a different thread on what disappoints us. This thread is on something that may be possible but if it turns into a rag on PGI they are not likely to see all the attempts by the community to get content that will add to the playing experience. I play every day and have since Open Beta. The MWO changes/improves every month. This is a change I would like to see and others agree. If there is something flawed or you have a suggestion on how to improve Air deployed mines please add to the conversation.
#17
Posted 20 September 2014 - 07:46 AM
Weagles, on 20 September 2014 - 07:12 AM, said:
The thing is, though, that if you dropped mines onto a death ball, then it just becomes another form of an airstrike, albeit one with a predictable spread. That is bad. As much as I would love to have vibrobombs, they can not be dropped from the sky. Really, it would be much better to have them be laid by a 'Mech. This would still allow a light to run through a group and drop mines, but it would prevent people from dropping mines on the friendly base from across the map and blowing off a light's leg.
#18
Posted 20 September 2014 - 07:50 AM
#19
Posted 20 September 2014 - 07:56 AM
El Bandito, on 20 September 2014 - 01:53 AM, said:
PGI still can't find a way to implement slugs for LBXs.
It's not so much that they can't find a way, it's that LB slugs completely invalidate standard AC's. The LB10 is lighter, smaller, cooler and longer ranged. If it had slugs, there would be no reason to take a standard AC10. This was a problem in tabletop too, and resulted in a plethora of different ammo types for the standard AC to try and make them viable.
#20
Posted 20 September 2014 - 07:58 AM
101011, on 20 September 2014 - 07:46 AM, said:
The thing is, though, that if you dropped mines onto a death ball, then it just becomes another form of an airstrike, albeit one with a predictable spread. That is bad. As much as I would love to have vibrobombs, they can not be dropped from the sky. Really, it would be much better to have them be laid by a 'Mech. This would still allow a light to run through a group and drop mines, but it would prevent people from dropping mines on the friendly base from across the map and blowing off a light's leg.
Interesting line of thought. Mines laid by mechs to me sound like equipment and takes tonnage that and should be a separate thread to develop that concept. To make Air dropped Mines different than strikes what if AMS shoots at dropping mines.
As for persistent, only undetonated mines stay. Those that are destroyed by auto detonation or damage are gone.
Edited by Weagles, 20 September 2014 - 08:03 AM.
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