Author Topic: Claymore Proximity Mines  (Read 25377 times)

SoulAsasiN

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Claymore Proximity Mines
« on: January 20, 2008, 09:46:35 am »
OK, so I am new to Tremulous and fully expect to be shredded for my efforts here and called n00b etc etc..but it seems the norm so I won't take it personally.

Humans can purchase claymore mines, attach them to walls, ceilings and floors, the mine is equipped with a motion sensor...anything comes within a certain distance gets toasted.

Now the catch here is the word "anything"...this will force close co-operation and communication between humans to avoid n00bs, (such as myself), running off and getting nailed, and possibly nessesitate Dretches to work in concert with the bigger Aliens to "clear the way", (hey at least it will give newbie Dretches something useful to do...be the claymore biatch, if your gonna feed in anycase?). The whole concept here is to force teamwork.

Claymores have been suggested before, but only human friendly ones...the idea that these are just as deadly to humans as Aliens puts a whole new spin on it.

Let the pain begin...


HamStar

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Re: Claymore Proximity Mines
« Reply #1 on: January 20, 2008, 10:50:48 am »
Wrong section, you want feedback. Also, the idea of mines etc has already been discussed.

==Troy==

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Re: Claymore Proximity Mines
« Reply #2 on: January 20, 2008, 11:14:07 am »
I am still thinking to put an alt-fire proximity grenade onto my fun-TODO list )

(Nothing can do a worse damage to a gameplay than a bouncy lucy alt-fire, and even then it worked out)

Karvajalka

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Re: Claymore Proximity Mines
« Reply #3 on: January 20, 2008, 03:34:22 pm »
* Karvajalka tried making a mine
link to pic
« Last Edit: January 20, 2008, 03:36:25 pm by Karvajalka »
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SoulAsasiN

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Re: Claymore Proximity Mines
« Reply #4 on: January 20, 2008, 04:16:35 pm »
That looks cool, to limit its effectiveness, you can shorten the proximity sensor, give it a decent blast range, but also directionally focus it.
A short sensor range allows the possibility for a rifleman to set it up in a corridor, wait for his victim and then snipe the mine to set it off.

The proximity range would have to be something like half the width of a corridor, thereby allowing safe passage to those that know its there.

Taiyo.uk

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Re: Claymore Proximity Mines
« Reply #5 on: January 20, 2008, 06:05:14 pm »
How about a breakbeam mine? Remember the "Polaroid mines" in Half-Life?

The idea being that the trigger is limited to a line and not a volume, in this way positioning of the mine requires a little more thought as to which classes of alien you want it to be effective against. Do you put it mid-height in a corridor so that you can crouch-walk beneath the beam while tyrants will hit it? Put it high up to catch goons and marauders trying to jump onto the reactor? etc....
« Last Edit: January 20, 2008, 06:08:02 pm by Taiyo.uk »

Lava Croft

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Re: Claymore Proximity Mines
« Reply #6 on: January 20, 2008, 06:28:31 pm »
How about a breakbeam mine? Remember the "Polaroid mines" in Half-Life?
Since lasertrip-mines are already used in Gloom, I do not think they will show up in Tremulous anytime soon.

Excerpt from http://teamreaction.planetquake.gamespy.com/gloom/engineer.htm:


Mine

Mines do medium damage, but with allot of them in same place, you can take out the smaller classes and do considerable damage to the larger breeds of aliens. However, it's not the best protection for a base. Mines are simple to put and they have little cost.

Cost to build: 30 points

+ OPTIMUS +

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Re: Claymore Proximity Mines
« Reply #7 on: January 20, 2008, 07:50:23 pm »
everything is welcomed what can prevent camping :-)
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Lava Croft

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Re: Claymore Proximity Mines
« Reply #8 on: January 20, 2008, 08:22:04 pm »
everything is welcomed what can prevent camping :-)
Mines do not prevent camping, they only strengthen the power of it. Smack a lot of mines at your entries and sit behind it on your turrets.

+ OPTIMUS +

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Re: Claymore Proximity Mines
« Reply #9 on: January 20, 2008, 08:47:49 pm »
Prob"e"ably you are right as you have a way more experience in trem, but as you are not playing on other servers nor u've experienced how it is to be new in the game, you might forget that a new player who doesn't know what to do in the game, will be much more offensive if he doesn't run into the wall of "DON'TFEED, CAMP FFS!", "DON'TLEAVEBASEFUCKERFEEDER", "!VOTEKICK'UnnamedPlayer'forMINDLESSFEEDING", "KICK'#Newbie1'forGOTOFUNZONENOOBUFEDGTFO', or 'UnnamedPlayer was killed by UBERPRO' 'T:UDESERVEITUNOOBURUINMYGAME'.
I guess if builders would have more power (what is already one of the biggest advantages of tremulous amongst other fps games), and they noobness would be controlled by 'denybuild' and 'designate' - as it is most of the time -, new players wouldn't be so frightened to go out and fight.
Just remember the 6/7 jetcamper from today.

many of the more experienced gamers are teaching the new ones to camp. if they'd trust in their base more (and would be much fun to be a builder to make such funny events as this mine stuff), there could be a chance to shrink the gap between Unnameds and "so-very-1337-fakename-ownz0rz".

----
shortcut: trust in your base so u will not teach camping...
----

or something like that :-D
success is the ability to go from failure to failure without losing your enthusiasm

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Paradox

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Re: Claymore Proximity Mines
« Reply #10 on: January 20, 2008, 08:58:50 pm »
@Lava:
A good alien team would wait till they get a decient amount of evos, then send a weak runner into the mine stack. Say a dretch. Dretch blows up all mines, human base left defenseless, because builders spent all money on mines, and then tyrants and goons rush in and eat everyone.

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mooseberry

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Re: Claymore Proximity Mines
« Reply #11 on: January 20, 2008, 09:02:06 pm »
Well I thought he meant that mines cost creds, but now you guys are talking about bp so... I'd say you need at least a cred option for the mines, because that enables soldiers to place them anywhere across the map.

Good idea i think!  :)
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Re: Claymore Proximity Mines
« Reply #12 on: January 20, 2008, 09:10:16 pm »
@Lava:
A good alien team would wait till they get a decient amount of evos, then send a weak runner into the mine stack. Say a dretch. Dretch blows up all mines, human base left defenseless, because builders spent all money on mines, and then tyrants and goons rush in and eat everyone.

1st: I guess Lava was speaking 30build points in Gloom terms not at Tremulous terms. I guess mines would be as expensive as turrets (maximum). credit option would be way better, as mooseberry said, to be placed ANYWHERE on the map. see old Duke Nukem for a leisure+pleasure examlpe.
2nd: good team...? you're talking about a VERY LUCKY COINCIDENCE at an ffa game (consult Murphy), or a scrim between clans (who are mostly able to avoid a line of laser excluding being a big-ass lazy alien as a tyrant who deserves that amount of damage more than being decreased to the HP of a goon at theese 1.2rules-servers).
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Dracone

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Re: Claymore Proximity Mines
« Reply #13 on: January 20, 2008, 09:51:59 pm »
Just a quick thought. I don't think highly of mines but here's my opinion of a good thing to put in this idea for the sake of discussion: What if they were invisible except to one class? That's just a raw thing, I'll leave others to build on that if they want.
Quote from: St. Anger
Tip 4 baslick guiz: Make sure you get near them bc u can stiky them i think its a bug lolz. but dont tell 2 many ppl shh.
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Rend

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Re: Claymore Proximity Mines
« Reply #14 on: January 20, 2008, 09:53:27 pm »
Well people whined that the tyrant has too much hp so it got neutered as a result. [/sarcasm]
And dracone that sounds like a neat idea, but I'm too lazy to really give it a thought :)
« Last Edit: January 20, 2008, 11:29:25 pm by Rend »

Dracone

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Re: Claymore Proximity Mines
« Reply #15 on: January 20, 2008, 10:32:58 pm »
Just came up with another little thought, a quick addition to my previous idea: Only grangers can see the mines. This would give the grangers another purpose besides just building. Also, at S2, Advanced Grangers could be able to use their spit to actually mark the mines for the other aliens. Now wandering grangers will actually have a reason to venture out of base areas besides being nuisances and getting forward structures up.
Quote from: St. Anger
Tip 4 baslick guiz: Make sure you get near them bc u can stiky them i think its a bug lolz. but dont tell 2 many ppl shh.
Quote from: dobruiyyk
It's possible, your descendant will never see the sun because our species is gonna extinct in nearest future. So you better unstick from your computer and find a girl to make a child with!

kevlarman

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Re: Claymore Proximity Mines
« Reply #16 on: January 20, 2008, 10:53:45 pm »
Well people whined that the tyrant has too much hp so it got neutered as a result.
that's a flat out lie
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
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|..d| #
|.@.-##
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Rend

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Re: Claymore Proximity Mines
« Reply #17 on: January 20, 2008, 11:28:16 pm »
Kev.....sarcasm. It was in response to Optimus saying it got reduced to a goon. I'll edit the above to show that :) Sorry if it wasn't clear.

kevlarman

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Re: Claymore Proximity Mines
« Reply #18 on: January 20, 2008, 11:37:27 pm »
Kev.....sarcasm. It was in response to Optimus saying it got reduced to a goon. I'll edit the above to show that :) Sorry if it wasn't clear.
there have been people who said things like that and were completely serious >.>
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

Rend

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Re: Claymore Proximity Mines
« Reply #19 on: January 20, 2008, 11:50:09 pm »
Heh that doesn't surprise me. I know 1.2 will surpass many expectations ;D

+ OPTIMUS +

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Re: Claymore Proximity Mines
« Reply #20 on: January 20, 2008, 11:55:37 pm »
Kev.....sarcasm. It was in response to Optimus saying it got reduced to a goon. I'll edit the above to show that :) Sorry if it wasn't clear.
there have been people who said things like that and were completely serious >.>

omg where did i made the mistake?
as i remember at 1.2 rules servers the tyrant has less HP that before... isn't that true?
eeer.. maybe i don't remember well how much less... but for destroying a camper base it's already not too much... and to taste the chaingun to a decent battlesuiter, it's also not too much... not to mention the situation when you encounter two of them...
i just beleive aliens are not overpowered, as it can be balanced enough with obvious human teamwork. <.<
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Rend

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Re: Claymore Proximity Mines
« Reply #21 on: January 21, 2008, 12:10:34 am »
Don't worry, I'm not accusing you of anything. And I believe the tyrant has 350 hp in 1.2? It wasn't reduced that much.

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Re: Claymore Proximity Mines
« Reply #22 on: January 21, 2008, 12:25:18 am »
Don't worry, I'm not accusing you of anything. And I believe the tyrant has 350 hp in 1.2? It wasn't reduced that much.

well, turn every Chuck Norris jokes into Steven Seagal jokes. The mainframe is the same and it's just as funny, but... man, be serious, Chuk has +50 HP!
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Rend

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Re: Claymore Proximity Mines
« Reply #23 on: January 21, 2008, 01:18:06 am »
Don't worry, I'm not accusing you of anything. And I believe the tyrant has 350 hp in 1.2? It wasn't reduced that much.

well, turn every Chuck Norris jokes into Steven Seagal jokes. The mainframe is the same and it's just as funny, but... man, be serious, Chuk has +50 HP!
:D

Lava Croft

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Re: Claymore Proximity Mines
« Reply #24 on: January 21, 2008, 01:42:02 am »
but as you are not playing on other servers nor u've experienced how it is to be new in the game
I don't? I wasn't? That's new to me.

+ OPTIMUS +

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Re: Claymore Proximity Mines
« Reply #25 on: January 21, 2008, 02:28:35 am »
but as you are not playing on other servers nor u've experienced how it is to be new in the game
I don't? I wasn't? That's new to me.

no, you don't play at other servers as far as i know. i didn't see you elsewhere in the last one year, never seen your stats, never heard of you. except one case... EDIT: that is not even worth mentioning again on the second thought.
and "Someone said Timbo was trying to make Gloom for Quake3, so I went to look and saw it was not Gloom, but something different, something weird, something whoefully bugged. It was also a lot of fun, and it still is. I can't really remember any of the newbie things I did, since we mostly just screwed around on the half-done maps." can also mean that you haven't been a real newbie to tremulous ever, as it wasn't really found out when you played it first.

+ i wasn't talking about you but about how safe bases are influencing teamleader players and admins to "educate" new players.
and i think there was no negative flavour in my post towards you. being different is not instantly bad. ;-)
 i just say maybe some people can't look with the eyes of a newb, what point of view should be also included when discussing balance issues.



hmmm and how do the guys fix the camping problem in Gloom?
i downloaded it and as I could judge from 5 minutes of gameplay, the map itself has some small tunnels what are maybe unable to be set up with theese mines. gloomer anyone?
« Last Edit: January 21, 2008, 11:43:10 am by + OPTIMUS + »
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Revan

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Re: Claymore Proximity Mines
« Reply #26 on: January 21, 2008, 05:46:01 pm »
<trys_to_get_back_on_topic>
How about this idea:
mine is bought at the arm (credits)
mine is thrown like a nade but a bit faster
mine sticks to the wall/floor/ceiling
two varieties: laser trigger and proximity trigger?
does damage to humans and aliens
mabye have a s3 mine that is cloaked but not as much damage?
mabye all mines are invisible to some aliens?
[N7]Revan
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Samurai.mac

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Re: Claymore Proximity Mines
« Reply #27 on: January 21, 2008, 07:12:58 pm »
I haven't read the whole page, so this may have already been suggested but:
You could set the up to be proximity detonated, but also if something passes infront of them. That way who have to set them down facing the way you expect the enemy to approach them from, similar to a real-word claymore.

mooseberry

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Re: Claymore Proximity Mines
« Reply #28 on: January 21, 2008, 11:35:20 pm »
similar to a real-word claymore.

"real world claymores" are either remote detonated or triggered by pressure (e.g. someone stepping on it)
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kozak6

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Re: Claymore Proximity Mines
« Reply #29 on: January 22, 2008, 12:45:29 am »
So...

Why again exactly do the humans need more defensive weapons?

Don't the aliens get any new toys?