Syndic wrote:

I'd like to see minefields brought in. It was mentioned months ago around release, but like artillery we haven't really heard much about it.

Other then that, the more content the merrier. As long as they're destroyable POS, so there is something for people to attack - but again, not so weak that 10 light bots can wreck a week's worth of farming in 30 minutes at 5 AM.


Like the idea of Mines....But then you would have to bring in dedicated "mine sweeper" either another robot or module / s to help clear a mine field / detect / plot / map.

What ever "new" item / mechanics that you bring into a game, you also have to bring in a means of control / counter to it. Otherwise you would just sow an entire island with minefields with no way to counter it. Do that to every Beta island, no matter who owned it and there goes Beta life.

If it is only outpost owners who are only going to be allowed to do it, then the checks and balances of the game are ruined. If all can do it, you would end up with a grotesque mess of having mines everywhere, and Beta Islands would be a death trap for anybody and everybody, checks and balances are again wrecked. So, the way I see it being implemented are:

1.  ANYONE can lay mine fields on any Beta Island, but within stipulations (area minefield covers is 100 x 100 Meters - no other mine field can be laid within X amount of meters of another minefield.

2. Mines have to be sown by a specialist BOT. The bot / mech  is very lightly armoured, it is very slow, so it needs protecting.

3. A differing type of mine layer (actually a Booby Trap Layer) which can lay a quick SMALL (5 x 5 or 10 x 10) mine field but no closer to an existing standard mine field (X amount of meters suggestion is 1000) and 500? Meters from an existing booby trap.

4. ALL MINES / BOOBY TRAPS ARE TIME BASED AND HAVE A EXPIREY TIME FROM THE MOMENT THEY ARE FIRST DEPLOYED (2 hours) Fore thought and planning in where its going to laid etc will now come into it

5. Mines can be sensed / detected by certain modules which can be fitted to any bot / mech, and can be swept (cleared) by specialised Assaults / Mechs (utilising extensions of the EWAR side of the tree)

6. ARTY can wreck / negate a Mine field in very short time once detected and fired upon (one salavo, maybe 2, up to the devs on that one).


ARTY would be the most powerful weapon in the game, but you would have to make it the hardest to deploy (time based to set up in a location from arrival), the easiest to counter (movement), the slowest rate of fire, and you shouldn't be able to direct fire onto an individual, but to an area (area effect, similar to the present explosion effect for damage, hence being able to clear minefields real quick).

It must be time based between firings / salvos and like the Mine Layers, Slow Moving / Light Armoured.

For Artillery to fire on a target area, the area has to be lit up (like EVE's target painter modules maybe which can only be fitted to EWAR BOTS/ MECHS)

There must be a time delay between firing and impact of rounds (or rockets if we go down the path of rocket artillery).

To re-site / re aim will cause a further delay to rate of fire with artillery.

If the forward observer for the artillery is taken out, then the artillery has been nullified, and cannot be brought back into operation until another Forward Observer (target painter) has established an in game protocol (time penalty) to simulate the establishment of communications between the artillery and the painter bot. Only one Bot / mech can establish the link at a time. Only one Bot / Mech can communicate at a time.

To make it worth its while, there can only be ONE target painter connected to ONE artillery Battery at any one time and there can only be ONE Artillery Battery PER PLAYER CORP (that will make the employment of such weapons as a game of strategic planning, rather than a game of BLOB FEST)

To even reduce the blob further, USER PAYS, you want ARTY, you pay, 4 times the rental cost of an outpost to be able to own one (it is a CORP ASSEST!!), 10 times the amount of materials to produce a T2 Heavy Mech. It will make ARTY the most valued tool on the block, but also the one where its employment needs the most thought and careful planning.

So basically to employ ARTY, you need planning, you need cooperation, and you need a degree of luck for it to be effective.

The 62nd believe that there is only one god. And his name is death.
There is only one thing they say to death.
"Not for us today".
Join these guys, you will never be short of a fight. yarr

3

(89 replies, posted in General discussion)

Thebucketjustthrewuplook/10


(It's lucky I own a dog as it's just cleaned up what I lost) tongue

Jelan wrote:
Neoxx wrote:
Woad Kill wrote:

M2S Rules Are Very Simple

1. If it moves, shoot it!!

2. If it doesn't move, push it, then shoot it!!

3. If it still refuses to move, target a corp mate, run behind it, and shoot it!

4. If none of the above work its probably a wall


5. In which case, attempt to kick it over, blow it up, or shoot it ( See rule 2.)

M2S Rules Are Very Simple

1. If it moves, shoot it!!

2. If it doesn't move, push it, then shoot it!!

6

(126 replies, posted in General discussion)

I think it should come down to where it is a flat standard across the board, No Assault Bot should out run a Light, No Mech out run an Assault, and no Heavy Mech out run a Mech. So if that means adjusting speeds within the game, so be it.

Lights are just that, lightweight, light guns, the scouts, by rights. They are fast, at least in to 110 KPH if not faster. Fitted with Sensor boosts, they should be able to out range any other bot / mech electronically, (unless damped / area jammers....New modules?) so they see trouble before actually running into it at optimun range of Mech with demobs and get 1 shotted. 

The Assault Bots are the Anti Scouting Bot (area Jammers to reduce radar range within a specific radius) / Heavy Scout and General Purpose use . They should be be in the range of 90KPH.

The Mechs at 70 KPH are the base EWAR / Battlefield Logistic platforms and or fire support.

The Heavies in the 50 KPH and basicly a walking (EMPHASISE WALKING) Turret of firepower and armour or Heavy EWAR / Battle Field Logisitics.

These should be the standard speeds with 0 EP bonus's or Lighweight frames applied. When you have Mechs out running Light Bots, you know the game is not balanced quite right. Ok, you strip ALL the armour out of a Heavy, and have the lightest of modules fitted and have Navigation at 10, then at most, that mech should be doing 76 KPH.

If you want speed, you have to sacrifice something, that being Armour and modules.

Maybe bringing into the game engine upgrade modules (Low Slots). An example might be better plasma injectors for an over all increase of 3-7% speed increase based on the Tech level.

What this is intended to do is make the Squad Leaders / Patrol Leaders think about their squad composition and bring a little bit of complexity to PvP ops make up rather than everyone load up for bear and going pew pew (which is fun but tends to get a little tedious after a while) It is also a means to ending the blob per se, where you have a gang of gun ships, torn apart because their composition was not thought out properly, got sensor damped and ECM, and picked off by a lesser number of opposing gun ships but who had the right logistics and support in place.

Just a few ideas anyway.

7

(133 replies, posted in Open discussion)

Ex Mech Vet (3 / 4 / Vengence / NBT / Hardcore) and Present EvE Vet (Jan 09  +5 Accnts still subbed, but you get that with 6 month extensions tongue)

And it's true what they say, "Space ships have great fun, but Mechs do it better!!" lol