Theoretically, in MWO the Thunder LRM round would create a minefield in a specific radius around the targeted ground location with # of mines (or radius?) being proportional to the LRM size. Ammo selection could be done similar to the way World of Tanks selects rounds. In MWO, minefields wouldn't have to be as damaging because unlike the TT game, you don't have to continue through the entire mine-field (unlike in TT BT where you can't 'unenter' a hex). If you start through a minefield and encounter the first mine, you can always stop, backtrack and avoid further damage. This would minimize the 'cheapness' factor, but definitely would affect the game tactically in terms of movement. If the mines weren't deemed useful, then the radius could always be narrowed making it more likely that a 'Mech would encounter more than one mine before being able to stop (depending on speed, of course).
The ability to funnel/control your opponents movement away/towards areas of a map creates a plethora of tactical options. The ability to deploy minefields (in-game) shouldn't be that difficult to code and would add a lot to the game for those of us who care about having a rich/deep game to explore for years to come.
Thoughts?
Insanity
PS: A reference for tabletop tactics related to mines and Thunder LRMS - http://www.ourbattle...scussion-mines/
PPS: I didn't get into the economy of Thunder rounds in MWO. I would anticipate that these rounds would be quite costly (in-game c-bills, not real money), but that would of course be subject to playtesting.
Edited by HRR Insanity, 12 June 2012 - 05:09 AM.