Enemy/Ally Mines
- Red-Rocket
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Enemy/Ally Mines
Whenever both teams have minelayers it can be way confusing at which mines are allied and which are not
Since minelayers arent targeted by enemy mines, the mine fields can get very....mixed....and its confusing for anyone else which mines are freindly and which mines will blow you up
I suggest EMP and Proximity mines have a blue tint for allied mines and enemy mines have a red tint
Also it will help visibility for new players since its hard to see proximity mines with the first background
Since minelayers arent targeted by enemy mines, the mine fields can get very....mixed....and its confusing for anyone else which mines are freindly and which mines will blow you up
I suggest EMP and Proximity mines have a blue tint for allied mines and enemy mines have a red tint
Also it will help visibility for new players since its hard to see proximity mines with the first background
Oh its not orders I'm giving, but rather... "aggressive suggestions".
- Degra
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Re: Enemy/Ally Mines
I second that.
Another ideas regarding mines in CC:
Idea #1: Give frequency nullifiers the ability that enemy mines don't track your ship, but only detonate when you come too close.
Idea #2: Grant the Subjugator a power draining ability that can be toggled on/off, that destroys all enemy mines in a small radius around the Subjugator.
Name it Minesweeper
or something.
Another ideas regarding mines in CC:
Idea #1: Give frequency nullifiers the ability that enemy mines don't track your ship, but only detonate when you come too close.
Idea #2: Grant the Subjugator a power draining ability that can be toggled on/off, that destroys all enemy mines in a small radius around the Subjugator.
Name it Minesweeper
- Red-Rocket
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Re: Enemy/Ally Mines
#1 sounds cool
#2.....subjucaters already have a pretty bad time with power, that projectile field lasts only a couple of seconds because drain is so high, and automatons cost 500, (also, side note, weapons drone doesnt target automatons) either give subjucater a +3 energy upgrade or reduce everything (oh side not again, nobody uses wraith cloak because that drain is so large)
#2.....subjucaters already have a pretty bad time with power, that projectile field lasts only a couple of seconds because drain is so high, and automatons cost 500, (also, side note, weapons drone doesnt target automatons) either give subjucater a +3 energy upgrade or reduce everything (oh side not again, nobody uses wraith cloak because that drain is so large)
Oh its not orders I'm giving, but rather... "aggressive suggestions".
Re: Enemy/Ally Mines
#1 much yes.
#2.. Subjugator? l don't want that mine dead! l want it to be mine! err.. to be owned by me!
Why not have it cost not super high energy and instead make the closest mine in a range of ~5 switch teams? Just a suggestion.
#2.. Subjugator? l don't want that mine dead! l want it to be mine! err.. to be owned by me!
Why not have it cost not super high energy and instead make the closest mine in a range of ~5 switch teams? Just a suggestion.
There are 10 kinds of people in the world; those who understand binary, and those who don't.
- Degra
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Re: Enemy/Ally Mines
Mines switching teams would nerf the minelayer too much.
Why would you use something that might be turned against you?
Regarding a "Minesweeper" ability...
Might as well make it an upgrade and a passive ability, if you're so concerned about power issues on the Subjugator.
Why would you use something that might be turned against you?
Regarding a "Minesweeper" ability...
Might as well make it an upgrade and a passive ability, if you're so concerned about power issues on the Subjugator.
- Red-Rocket
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Re: Enemy/Ally Mines
corvettes are already the *minesweepers* because of their *shotgun*
Although....i cant believe im admitting this but minelayers are OP at the moment, they get you RIGHT back into a game. the health on the mines is to much, i think we should reduce the health on them by like 2/3
Although....i cant believe im admitting this but minelayers are OP at the moment, they get you RIGHT back into a game. the health on the mines is to much, i think we should reduce the health on them by like 2/3
Oh its not orders I'm giving, but rather... "aggressive suggestions".
- DinoChicken
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Re: Enemy/Ally Mines
I quite like this idea that mines will have different color schemes to be able to tell friend from foe. As for right now, it is very difficult to tell which is allied and which is not (usually one or the other team has the minelayers, but those rare moments that both deploy minelayers can get quite hectic)
The subjugater seems to be favored as the idea for an anti-ship craft. It would be interesting to see the subjugater to have its 3 base abilities as it currently does, then more specific anti-ship class abilities for specific situations.Degra wrote:Idea #2: Grant the Subjugator a power draining ability that can be toggled on/off, that destroys all enemy mines in a small radius around the Subjugator. Name it Minesweeperor something.