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Rework mines and kegs to better fit their purposes

Discussion in 'Suggestions & Ideas' started by alex4864, Oct 16, 2013.

Mods: Rainbows
  1. alex4864

    alex4864 Shopkeep Stealer

    Messages:
    40
    Personally, I feel frustrated when our base gets destroyed by an enemy mine. Mines are much easier to deploy than kegs, do comparable damage to structures, and have almost no opportunity for counter-play. I propose the following changes:

    -Less damage to structures: it's a mine, not a bomb
    -Requires crate, unpacking: makes deploying more difficult
    +Larger explosion radius: more threatening to players
    +Harder to see (partially buried): catch enemy players unaware, increase difficulty of invading mined areas

    Kegs, though less of a problem, could still use changing. Unfortunately, kegs are often viewed as "bombs but better," leading to builders spamming keg shops and knights being dumb with them. Also, considering the difficulty of getting a keg to your enemy's doorstep, it's quite as rewarding as it should be. Therefore, I propose the following changes:

    -explosion primarily focused to sides: makes kegs better for knocking towers over, not killing everyone
    +shorter fuse: Less chance in getting the keg to go off where it should be.

    Thanks for reading.
     
    norill and Vania like this.
  2. sheek

    sheek Horde Gibber

    Messages:
    208
    Ok so you are asking for mines to cause less damage to structures, but then you also want it to have a larger explosion radius? I'm afraid that what you are asking for regarding these two points makes no sense. Unpacking would honestly just be to much of a hassle. Unpacking is required for very large items, such as war boats, that people wouldn't be able to carry in their hands or in their back pocket, like a bomb(mine). Sorry to be so negative but I only see about two potentially good changes that you listed.
     
  3. alex4864

    alex4864 Shopkeep Stealer

    Messages:
    40
    I think a larger explosion radius, doing less damage to structures, would be beneficial. Basically, it's an explosion that has a large, shrapnel-like explosion: good against players, bad vs structures(I'm not saying we need actual shrapnel here). Thus leading into the second point: this makes unpacking worth the hassle, as a mine becomes an effective way to combat invaders.
     
  4. Vania

    Vania Shopkeep Stealer

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    50
    I agree, mines should not damage structures.
    People use them as cheap, easy to transport kegs, and they're just as good at destroying towers.
     
    norill and alex4864 like this.
  5. sheek

    sheek Horde Gibber

    Messages:
    208
    But the hassle of unpacking it and then throwing it would be just as difficult as trying to get a keg to the enemy's front door without being viciously attacked by every member on the opposing team.
     
  6. Nighthawk

    Nighthawk gaurenteed shitter

    Messages:
    793
    A shorter fuse on the keg would actually make it EASIER to get it where you want it, considering you would light it once you reached the enemy base and they would be basically screwed.

    With a longer fuse, people have a chance to move the keg out of the way (unless you're smart and you cook it). The longer fuse encourages players to learn what the timing of kegs is, making the skill curve that little bit steeper.

    I agree with what you say about mines, except for the unpacking bit. I'm with sheek on that one. If it becomes that difficult to use mines, nobody will even bother with them.
     
  7. sheek

    sheek Horde Gibber

    Messages:
    208
    yeah exactly and adding mines to beta was a really big hit imo and if you add something like having to unpack them people will just abandon them.
     
  8. Kouji

    Kouji Cold, Uncaring, Sadistic, Evil and Cruel Meanie Administrator Global Moderator Forum Moderator Tester
    1. MOLEing Over Large Estates - [MOLE]
    2. REKINS OF SEAS: Super Crew of Ultimate Havoking 2: Return of King of KAG: Chapter 420blazeit - REKIN

    Messages:
    2,910
    Just going to post to say that technically mines already have a sort of "unpacking" period, but it just does it automatically and lasts like 1 or 2 seconds. This is the priming time between when spikes are retracted and when are out. During this time, you can hit them when a jab or a single arrow and they'll just break without detonating. Maybe as a compromise, if you find mines too spammed too much, you can just ask to have this time extended or something by a bit.
     
  9. alex4864

    alex4864 Shopkeep Stealer

    Messages:
    40
    Sorry about the confusion. When I said "Less chance in getting the keg to go off where it should be." I meant less chance as in higher probability.

    Also, in case I wasn't clear about my mine ideas (sorry, new to this): Mines would be made at factories in crates. Then, you can take the crate where you want it, hit unpack, and be on your merry way while the mine finishes deploying.

    I rather like it, but seeing as nobody else does, I guess it should be axed.
     
  10. Crabmaster

    Crabmaster Bison Rider
    1. Zen Laboratories

    Messages:
    322
    Although the unpacking idea is very...strange...I do like the other 3 ideas for mines! Mines are currently more useful than KEGs when breaking into an enemy base, and cheaper. Time after time it has frustrated me that a person can just buy one, grab a corpse and BOOM into any base they want! Hardly do I ever see them used for killing players, just making holes all over the place.

    Bigger player damage radius: Yes
    Unpack: No
    Smaller structure damage: Yes
    Half in the ground: Yes
     
    alex4864 and Guitarman like this.
  11. bologna_man00

    bologna_man00 Shipwright

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    That's the point. He wants mines to be used as defensive weapons, not offensive/destructive weapons.

    Although, I don't think that mines should be in crates, but rather that they should have to be "set up", or primed (much like a landmine)
     
  12. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,730
    You can actually jab/slash them as knight from just out of range or hit them as builder without setting them off at any time. Just be careful not to actually touch them.
    The priming time could be extended potentially, but I don't mind them being useful like they are now for a variety of tasks, they cost as much as a catapult. Reducing their niche to "accidental" deaths and removing structure damage seems short sighted.

    Shorter fuse on keg would just make it more useful, as already said.

    In TTH it's a different story, but the balance there has been thrown off by CTF changes, not just explosives being powerful. We _may_ be porting the CTF shops across when we get time. Letting things retain their power but having a real cost involved in acquiring them is my preferred solution.

    As for "its a mine not a bomb" have you seen the craters or destroyed buildings caused by landmine explosions? Or the massive breaches in ship hulls from under sea magnetic mines?
     
  13. Skinney

    Skinney THD Team THD Team Forum Moderator Tester

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    468
    The only change to Mines that I would like to see are mini parachutes if they are fired from a catapult.
     
  14. alex4864

    alex4864 Shopkeep Stealer

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    Personally, I feel that the mine rather eclipses the keg and leads to a lot of confusion. Mines are cheaper, more portable, and almost as effective (maybe more) against structures. If mines are to maintain this "multipurpose" status, they should be renamed to something less misleading and kegs should be removed.

    I believe that giving mines a niche role of being mines would still make them useful in the game. A few landmines in your territory gives you presence there. Your opponents would have to watch their step while monkeying around, and this would give defenders a leg up, at very least.
     
  15. RogueCupcake

    RogueCupcake Haxor Official Server Admin

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    Mines can be planted 1 block underground? If enemy touches block above it triggers it?
     
  16. alex4864

    alex4864 Shopkeep Stealer

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    Something like that. The mine is still visible, but it's anchored into the ground and a bit hard to see.
     
  17. RogueCupcake

    RogueCupcake Haxor Official Server Admin

    Messages:
    248
    Yeah, I think that it also needs a longer time to activate and someone needs to be within like 2 blocks otherwise it stops?
     
  18. Monsteri

    Monsteri Slower Than Light Tester

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    1,916
    So why would anyone use mines instead of saws if this was their purpose?

    Just keep the mine as it is. They're easy to break, and once the public adjusts to them, they won't be nearly as destructive as they are now.
     
    Galen likes this.
  19. Crabmaster

    Crabmaster Bison Rider
    1. Zen Laboratories

    Messages:
    322
    Maybe remove corpses being used to activate them? Eight times out of ten people use enemy corpses(which are always everywhere) to activate the mine as a remote keg. One time out of ten I just see enemy knights using them as a free bomb jump because mines are pretty useless at killing knights. And one last time out of ten they are actually used to kill people when placed in dark hallways, which seems to be the only sense of surprise you can do with them...

    So yes, most of the time they are just used as cheaper kegs that are actually a lot easier to use for breaking down wall...
     
  20. Klokinator

    Klokinator Such Beta
    1. Aphelion's Roleplay

    Messages:
    1,443
    I was thinking about this after going to bed last night (Yes I dream about this shit, leave me alone) and I think having mines take 6 seconds to activate and being destroyable during that time would severely limit their use in attacking an enemy base. Removing the ability to destroy tiles but having a massive flesh blast radius would be awesome as well, and I think they should be part of the builder workshop, instead of the knight workshop. Maybe craftable with 30 coins and 50 stone+wood. Also corpses should still activate them, because otherwise the enemy can't destroy them any other way aside from arrows and bombs once they're placed.

    I think this will make them into actual defensive tools instead of the offensive base-destruction weapons of terror that they are now.

    Edit: Also they should stick to any surface they're thrown onto, no bouncing around whatsoever. Burrowing into the ground for less visibility is also a good suggestion IMO.
     
    Last edited: Oct 18, 2013
    alex4864 likes this.
Mods: Rainbows