Edited by ManDaisy, 11 October 2014 - 10:47 PM.
Scatter Minefield Consumable
#1
Posted 11 October 2014 - 10:39 PM
#2
Posted 12 October 2014 - 05:41 AM
#3
Posted 12 October 2014 - 10:04 AM
Elaborate please.
#4
Posted 12 October 2014 - 10:11 AM
Burktross, on 12 October 2014 - 10:04 AM, said:
Elaborate please.
They had something like this in the older MechCommander tactics games, minelayer was one of my favorite units. I loved setting traps and destroying enemy lances by walking them into deathzones and ambushing them with my mechs.
The terrain looked a bit bumpy after minelaying, but I suspect it was just to let the player know where his mines were, not to affect the game AI or anything. I guess they shouldn't be visible to the enemy, and should only be visible to friendlies via the radar.
But yeah you can destroy them with ballistics and artillery. I don't think lasers set them off. (ahem: role warfare) Also, should probably only let a lance leader or group commander handle that ability. Ahem. ahem.
Sorry, this cough. Fall weather, you know.
edit: also maybe restrict it to certain game types, like CW assault and all conquest matches.
Could also create it as a built in feature for future map types. if they ever do PVE timed base capture missions, contending with randomly generated mine fields and base defense units could be a thing.
Edited by ArchMage Sparrowhawk, 12 October 2014 - 10:19 AM.
#5
Posted 12 October 2014 - 11:03 AM
Edited by ManDaisy, 12 October 2014 - 12:26 PM.
#6
Posted 12 October 2014 - 12:33 PM
#7
Posted 12 October 2014 - 01:10 PM
Must have a 30+ ton pressure fuse because Locusts and Commandos leg them self's sufficiently, by treating every bump in terrain as a ramp, or have much lower damage per mine then current Artillery strike per shell.
#8
Posted 12 October 2014 - 02:41 PM
ManDaisy, on 11 October 2014 - 10:39 PM, said:
sorry but this is a really bad idea
this would allow experienced players allow to close parts of certain maps and create deathtrap - since most pugplayers would just stop moving when the first mine goes off - you would have the same bottleneck effect as we now see at the entrance of the caldera in TT.
Also it would make lights even more powerfull then they allready are - yes I know many light players still wine - but taken into account their speed and low weight many lights carry a lot of firepower allready and many can use ECM
#9
Posted 12 October 2014 - 03:56 PM
#10
Posted 12 October 2014 - 08:20 PM
It sounds like something not canon, and I'm flat against most non-canon ideas, but if this has a basis in canon, count me in, sounds like an interesting concept to try to implement.
#11
Posted 23 October 2014 - 06:22 PM
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