1342

Well I was thinking about that, but make the mines work like real life mines (to the extent I remember from my military experience) so that when one explodes close enough to another one it triggers the other one too. This way too stacked mine field could be completely destroyed with single Arkhe.

Reserved

Deployable cameras

This would be for the scouts to spent some EP on and specialize. I would suggest that players would be able to deploy cameras on the ground that would give live feed for certain angle from the point deployed. Cameras could be naturally targeted and destroyed by anyone.

Heavy cameras: Higher armor, more visible
Hidden cameras: Low armor, less visible

Cameras would work similar to radar window, except it would provide live feed (lower quality pictures, or captions?) of the area where the camera is deployed. Higher tier cameras would naturally provide more accurate pictures.

Landmark scanners

Work pretty much same as cameras but would give remote information about landmarks. Will write more on the idea smile

Reserved

Container lock picking/hacking vs security measurements

I suggest that all containers could be hacked with right modules and skills. Container hacking could take 10 minutes with level 1 hacking skill, tier 1 hacking module and tier 1 container. Each level in skill would reduce the time required to hack the container by one minute, and each tier in the module would reduce the time required by percentage amount (10%).

Containers could be protected against hacking attempts by purchasing higher tier containers (player made). Hacking container would also always trigger PvP flag in alpha islands, and well in betas the issue would solve itself by accustomed ways.

I'll post few features here up for discussion. I feel that these features support each others to some extent so I'll try to focus them in the same place. I haven't gone through all the feature topics (almost none tbh) so sorry if re-posted ideas.

Feature 1: Mines

I suggest that in order to create more tactical in depth especially for PvP but also for PvE we would introduce land mines. Mines could serve few different purposes that I can think top of my head. They could disable/slow down movement for certain period of time or inflict damage either in area-of-effect (fragment mine) or heavy single target damage (heavy armor mine).

For this feature we could introduce few skills where agents could specialize. Following skills come to my mind.

Skill: Mine deployment
Each level in the skill adds 1 to maximum deployable mines.

Skill: Mine concealing
Each level decreases mine visibility by 1.

Anti-skills:

Skill: Minesweeping
Level 1 enables use of T1 mine sweeper modules
Level 3 enables use of T2 mine sweeper modules
Level 5 enables use of T3 mine sweeper modules
Level 8 enables use of T4 mine sweeper modules

Skill :Mine detection
Each level adds to 1 to detection of mines

Modules

Mine deployment module : Enables deployment of mines. Each tier adds 10% to mine concealing.
Mine scanner module (passive): Each tier adds 10% to detection of mines
Minesweeper module (or could introduce even robots specialized for mine sweeping): Each level reduces 10% time required for deactivating mine.

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(27 replies, posted in Recruitment forum)

Great corp! Very helpful! Bump! big_smile