I support the idea of placing mines as consumeable items.
They could do this as multiple types of consumables:
1) Classic dug-in mines
2) Pop-up mines, that begin on the ground, but when a mech approaches, jump up to chest-level and go off, damaging more than just legs.
3) EMP mine that shuts a mech down when it goes off for an amount of time equal to heat overload.
4) Non-explosive blocade drop (drop those concrete caltrops on a specific location to restrict movement - they allready have those graphic elements on many CW maps)
5) Narc Mine - You step in it, your narc-ed.
6) Seismic mine - Does damage to legs, but more importantly, declares to everyone on the map that it has been activated, even to those without seismic sensor. (Used as a gate/passage alarm)
7) Fake smoke - drop a smoke flare identical to air strike smoke, and let the enemy think they must avoid getting artillery to the face. (Costs 10.000 Cbills)
All mines should be somewhat visible, and destrucatable, but not very obvious. Destructability with all weapons.
Cost 40K as with other consumables. Damage as air and arty.
Resoult of this.. more TACTICS and IMMERSION.
Edited by Vellron2005, 21 May 2015 - 04:43 AM.