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Social Experiment: Removing Mines - Printable Version

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+--- Thread: Social Experiment: Removing Mines (/showthread.php?tid=104708)

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RE: Social Experiment: Removing Mines - Benjamin - 09-12-2013

when I explain to friends why freelancer fighting is cool, I mention mines. missiles and guns, this is every day stuff. mines are interesting and fairly unique, the way they're used in freelancer anyway. I am a big fan of the concept.


RE: Social Experiment: Removing Mines - why_so_serious - 09-12-2013

There are people who cant dodge mines and those who can.

When you are good at snubs at all you really dont need mines to win. However they are a nice to have and end fights against worse players quickly.

The problem mines are basically useless on a high server load you cant use them effectively when 100 or more players are on the server. CD's movements make them pretty unpredictable and there are only a few tricks to make mines hit without having cds.


RE: Social Experiment: Removing Mines - SMGSterlin - 09-12-2013

I don't see how removing mines will have any effect at all on the amount/quality of RP...


To be honest, just seems like a fancy way to justify removing mines because you don't like them. *shrugs*


RE: Social Experiment: Removing Mines - Zen_Mechanics - 09-13-2013

I believe its not about mines but in specific "nuclear" mines, and I suspect they are incompatible with the reality of reality and discovery.


RE: Social Experiment: Removing Mines - Ivan - 09-13-2013

This idea is rather pointless, it'll only make fights last longer, it won't really change anything much. Instakills are still possible (razor, torps, missles), while guns do fine damage.

Plus I don't get it, what's the point to make people hate pvp? Pvp's great, it's main thing to do in this game. If this is RP server, it doesn't mean Corsair has to drink tea with Hessian and discuss latest Rheinland news.


RE: Social Experiment: Removing Mines - Govedo13 - 09-13-2013

Meh mines are cool learn to dodge them or to use them, the OP box too much and too long periods and he eats a lot of mines while back-thrusting hence the topic I guess. Personal combat style flaws are not to be solved with sever balance.
Meanwhile remove Zoom and Autoaim also remove TS on bombers, fix caps anti snub gunsand fix some OP LFs and VHFs and Fix cruisers etc. etc.
Why bother to break things that work like mines while we have tons of not working things?
Mines can get more types actually for more tactical usage. I feel the need of anti-LF mine and anti-cap shield mines for example.


RE: Social Experiment: Removing Mines - Highland Laddie - 09-13-2013

Quote:Mines can get more types actually for more tactical usage. I feel the need of anti-LF mine and anti-cap shield mines for example.

An interesting idea..but I think this was kinda already the idea to start with. The PROBLEM is.... if a certain mine works so well as an anti-cap shield mine (like Screamers), what's to stop it from also working well against LFs?

Same with Nuke Mines....if they work so well as damaging Gun Boats or what/not....why WOULDN'T they be good at ripping apart unshielded snubs?

So, how do you make a mine that is only good at damaging one particular ship class, but not another?


RE: Social Experiment: Removing Mines - Zen_Mechanics - 09-15-2013

Just make the nuke expensive, perhaps 30k a piece.


RE: Social Experiment: Removing Mines - Johnnie-Lapierre - 09-15-2013

Making them expensive and maybe a little harder to get.
For example: Why should you find nuclear mines on a lived plannet? I understand to be able to purchase contrameasure from everywhere since they are needed in general but offensive things should become a little rare.


RE: Social Experiment: Removing Mines - Alphablood1 - 09-15-2013

Just decrease effectiveness of mines ^^ or change how they work like make them real mines where they deploy where u deploy them and they sit there with a time detonation charge ^_^