MCB

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Total votes: 4
asom0 votes (0%)
good0 votes (0%)
ok3 votes (75%)
bad0 votes (0%)
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posted on August 5th, 2005, 11:02 pm
remiber thay are big esplotions over a small area. the unbalist part whood be it you made tham move or have a medom or lare exspoltion area.
posted on August 5th, 2005, 11:39 pm
I would like to emphasize the area denial effect this would have ... this was always the main rationale behind chemical and biological weapons in Europe, not to actually kill but to channelize enemy forces to predetermined kill zones for conventional forces.

Imagine the klingon ion storm weapon, except that it lasts forever. That would be a true area denial weapon, but a little too strong for FO. Ewm's solution seems very good.
posted on August 8th, 2005, 10:26 pm
Last edited by cts006 on August 8th, 2005, 10:27 pm, edited 1 time in total.
A: I dont see a way to have something Auto Cloak when its "bilt"

B: These would probably prove very inefective, say 50 damage, mostly taken by shields on higher up ships, a small blast radius means that it could only hit a couple ships, You coudlent deploy very many before they begin to bleed into eachother taking out eachother when they blow up. (I see the detonation of this working like the self destruct special weapon, would seem to fit in to place and as far as i know its not used in FO for anything else.)

I dont see a way to have a ship blow up with blast radius damage when destroyed.
posted on August 8th, 2005, 10:36 pm
55-75 damge i chose be cuss i did wont it do beabule to take care of small ships in one blast. small ships can belost and repasted easly. anuther reson i wonted such pawer is that i wonted tham to do hevy damge to big ships cosing tham to have to retern to base.

what i meen by Auto Cloak is afyer it is bilt it will clock. if thats not posabule biled it clocked.

for the size and strinth of the blast can be chaged i am not hard and fast on the yelds i put.


cts006
I dont see a way to have a ship blow up with blast radius damage when destroyed.

ewm90
please clarify what you meen.
posted on August 8th, 2005, 10:50 pm
I also dont see a way to "billed" something cloaked, unless someone with more moding experience has any ideas.

What I mean is that, I dont see a way for there to be a blast caused by the destruction of the mine by other means then manual detonation.
posted on August 8th, 2005, 10:54 pm
well in fo 3V or 4V when a ship gets distoyed the blast from the destruting ship will damge uther ships. my idea for the mind is to make that blast very strong.
posted on August 8th, 2005, 11:08 pm
Mines in most games are rather inefective, unless they are implemenmted very well. I just dont think this is the right way to do it for FO.
posted on August 9th, 2005, 4:05 pm
i don't know i think for a race who needs more skill to handle rather than brute force, mines could be a very effective tool, when gotten used to they could be an excellent, hoe coolhandab says, area denial weapon. :)
posted on August 10th, 2005, 12:05 am
Last edited by Frodo on August 10th, 2005, 12:06 am, edited 1 time in total.
i'd like to see self-replicating mines :D say the defiants special weapon is laying powerful anti-matter mines, each mine would cost a bit of the special weapon energy so u can't go laying hundreds, but then again special energy does regenerate after being used, maybe regenerate when a mine explodes. i'd suggest 2 special energy per mine so that gives u 50 mines. if 50 aint enough i thought each can replicate 4 more around the original dividing the anti matter between each 1. mad eh! as a bonus they could be cloaked :lol:
posted on August 10th, 2005, 12:20 am
You have truley gone insane Frodo.
posted on August 10th, 2005, 8:32 pm
lol! i already was mah boi! its this nutty skunk i got me hands on! :lol: seriously tho mines would be a nice feature, especially for the romulans, being the stealthiest of races in FO
posted on August 11th, 2005, 1:49 am
Last edited by Legacy on August 11th, 2005, 1:50 am, edited 1 time in total.
i'd like to see self-replicating mines :D say the defiants special weapon is laying powerful anti-matter mines, each mine would cost a bit of the special weapon energy so u can't go laying hundreds, but then again special energy does regenerate after being used, maybe regenerate when a mine explodes. i'd suggest 2 special energy per mine so that gives u 50 mines. if 50 aint enough i thought each can replicate 4 more around the original dividing the anti matter between each 1. mad eh! as a bonus they could be cloaked :lol:

Don't you think your overdoing it just a bit? :D

But seriously, they would be good for the Romulans, they would just have to be balanced right.
posted on August 11th, 2005, 4:33 am
Didnt Optec said that Generix support has mines now :huh:
posted on August 11th, 2005, 7:09 am
Last edited by DOCa Cola on August 11th, 2005, 7:09 am, edited 1 time in total.
Didnt Optec said that Generix support has mines now  :huh:

yes, they do have quite effective mines in v3, although they aren't self replicating :P
posted on August 11th, 2005, 11:13 am
drat! :P i admit i was going OTT with the self replicating, i was going for originality haha!
can't the feds lay mines somehow? in my opinion its only fitting they employ mines in space and they used them in DS9 by the wormhole
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