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Can We Get A Mine Layer Vehicle Consumable In Game ?


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Poll: Mine Layer Vehicles >? (14 member(s) have cast votes)

Ability to buy mine layer vehicle of some sort

  1. yes (9 votes [64.29%] - View)

    Percentage of vote: 64.29%

  2. no (5 votes [35.71%] - View)

    Percentage of vote: 35.71%

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#1 Xenois Shalashaska

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Posted 08 September 2013 - 12:40 PM

The mechcommander games all had them. Mine Layer Vehicles. Im just suggesting we have a consumable mine layer that can lay 15 mines. just like orbital strike on how you select a spot, with the mine layer its near the drop point and you just click where to place the mines. would be great for conquest mode and assault. Be good to keep mechs off cap and also cripple mechs if they walk across a mine field.

#2 Oppresor

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Posted 08 September 2013 - 12:50 PM

I have gone with a Yes on this one because it is a way of getting the minefield discussed in http://mwomercs.com/...rs-think-twice/ established around the base / resource collector. Your idea also adds an additional task that could fall under the control of a Lance Commander and so building on His or Her role and also introducing more strategic planning with the use of Area Denial.

#3 BarHaid

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Posted 09 September 2013 - 09:22 AM

And boom! there we have yet another Module: Mine Detector. What do you take, Siesmic or Mine? I like this!

#4 MrBlonde42

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Posted 09 September 2013 - 01:29 PM

I also want Arrow IV deployed mines. Special munition LRMs.

#5 Johnny Z

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Posted 09 September 2013 - 02:18 PM

This is a great idea and the detector is a must also.

A mine layer/ammo supply player vehicle with light/medium armor and a LL/ac2 would add an entirely new role/look to the field for fun and a break from the front line action. Not sure if they can add a giant slower tracked vehicle or not, but that would be cool. Maybe a funky looking support mech? I dont like the idea of a "healer" mech/vehicle though, that should be a station of some sort for 80% armor repair only or so, via liquid metal added or something.

This almost begs to be added with the defense oriented and slow Urban mech in the same installment.

Edited by Johnny Z, 09 September 2013 - 02:28 PM.


#6 Khobai

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Posted 09 September 2013 - 02:35 PM

i would rather have thunder lrms than a minelayer. a minelayer consumable is just silly.

#7 BarHaid

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Posted 09 September 2013 - 02:43 PM

View PostKhobai, on 09 September 2013 - 02:35 PM, said:

i would rather have thunder lrms than a minelayer. a minelayer consumable is just silly.

Well, yes. In a better world than ours, we would have alternate ammo types. I can see how calling in a Thunder Arrow IV for mine laying might be quicker and easier to implement, however.

#8 Strum Wealh

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Posted 09 September 2013 - 02:49 PM

View PostMrBlonde42, on 09 September 2013 - 01:29 PM, said:

I also want Arrow IV deployed mines. Special munition LRMs.
Indeed - I, for one, would rather see Thunder LRMs and Thunder Arrow Missiles (along with Mine Clearance Missiles) as player-deployable assets. ;)

View PostBarHaid, on 09 September 2013 - 09:22 AM, said:

And boom! there we have yet another Module: Mine Detector. What do you take, Siesmic or Mine? I like this!
Actually, detecting minefields was one of the as-yet-unimplemented capabilities of the Beagle Active Probe, and I for one would rather see Beagle get the capability rather than lose it to a module. ;)

Quote

A unit with an active probe can potentially reveal minefields.
(Tactical Operations, pg. 99)


#9 BarHaid

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Posted 09 September 2013 - 03:02 PM

View PostStrum Wealh, on 09 September 2013 - 02:49 PM, said:

Actually, detecting minefields was one of the as-yet-unimplemented capabilities of the Beagle Active Probe, and I for one would rather see Beagle get the capability rather than lose it to a module. ;)

Excellent point, good sir.

#10 mongrel

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Posted 09 September 2013 - 06:46 PM

Sadly I voted no. Reason being mines are way too powerful a weapon. mechs with 4 open slots would end up very op. Now that being said a hero phract based on the CTF-0X (TRO EXP tech succession wars 0X production in 3039 ) with mine laying capabilities would work for me very limited number of mines say ten "shots". Only 1 ton allowed.

#11 Asmosis

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Posted 10 September 2013 - 04:13 AM

not sure how it'd be OP. its not going to deal enough damage to take out a leg, probably only 10-20 damage or so and it'd be a single use consumable.

Think along the lines of the air/artillery strikes (which REALLY need visible explosions) so it'd either be one mine that deals say 10 damage over X yards, or drops 4 mines in a row which deal 5 damage each. It'd have to deal at least half or less damage compared to the strikes since it'd be permanent until someone steps on it, or I guess you could put a timer on it after which it self destructs.

#12 Xenois Shalashaska

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Posted 10 September 2013 - 05:47 AM

I was going along the lines of a module slot mine layer consumable. say different types of mines. The more powerful the mine, the less uses the mine layer can place a mine. ie. 20dmg mine layer can only lay 4 mines, 5 dmg mine layer can lay 10. If a friendly mech lays the mines down then all friendly units will have it displayed on there minimap, but can still detonate the mine if they step on it. Enemy mechs need to have BAP or UAV to see mine, mines should have a visual presence so you can spot them, but not highly visible, make them hard to spot.





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