Proximity Mine

Started by DeMatt, February 12, 2014, 06:45:14 PM

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DeMatt

I've heard tell that blasting charges, due to their ability to wipe out raiders en masse, are planned to be removed.  On the one hand, I can see why;  on the other, I do think the basic concept of the blasting charge is a valuable addition to the game.

So, how to fix:  split the functionality!


  • Blasting Charges continue to exist as-is, with the exception that raiders (and other hostiles) will now treat them like they do autoturrets, e.g. take cover and shoot 'em.
  • Add a new object, the "Proximity Mine";  this vanishes from sight (player and colonist) after being built and cannot be manually triggered.  If something (colonist, animal, raider) moves next to the mine, blooie!

Sure, you could seed the outside with prox mines, and careful placement of floor tiling can remind you where you placed those mines.  But... the colonists won't pathfind around them, and if you wanted to replace them, can you be sure that the original mine did actually go off?

Coenmcj

I think the Proximity mine would be more welcome than removing them in the entirety, however perhaps they have a smaller blast radius, and no delay. So that when one steps into the vicinity (Or upon the mine itself) it detonates killing or crippling the surrounding entities.
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OobleckTheGreen

I think anti-personnel mines would be a great addition, as long as the AI was smart enough to keep my colonists from taking a stroll thru them. Though, I suppose during a mental break it might happen anyway  :'(

DeMatt

Quote from: OobleckTheGreen on February 12, 2014, 07:12:20 PM
I think anti-personnel mines would be a great addition, as long as the AI was smart enough to keep my colonists from taking a stroll thru them. Though, I suppose during a mental break it might happen anyway  :'(
For game balance, I expect that any means by which your colonists would know there was a mine somewhere, is also available to an oncoming raider.  So any mines your colonists can pathfind around, are mines the raiders can pathfind around.

TimMartland

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TrashMan

Simple. Remember how you can set up home area,s depots and such?
It should be easy to add "danger zones" or areas the colonists should avoid (would be considered impassable by them)

SPAZZx7

Quote from: TrashMan on February 13, 2014, 06:27:57 AM
Simple. Remember how you can set up home area,s depots and such?
It should be easy to add "danger zones" or areas the colonists should avoid (would be considered impassable by them)

+1

OobleckTheGreen

Quote from: DeMatt on February 12, 2014, 07:45:10 PMFor game balance, I expect that any means by which your colonists would know there was a mine somewhere, is also available to an oncoming raider.  So any mines your colonists can pathfind around, are mines the raiders can pathfind around.

I don't see what that should be. My colonists would have LAID the mines. So of course they would know where they are.

Untrustedlife

#8
Quote from: OobleckTheGreen on February 13, 2014, 11:57:02 AMI don't see what that should be. My colonists would have LAID the mines. So of course they would know where they are.

That is one of the problems with the current mines though, which is why they are being cut. (they are quite OP) You can use them to survive for eternity as-well.
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If these mines are added however.

yea anything should trigger them,.. eg a squirrel.

They should be more expensive

They should be nerfed (man I hate that word, but it has to be done)

after this they will balance better.
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Please keep it that way.


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Evul

Maybe have a zone where the colonist add mines instead of actually adding the mines one by one your self.

I also agree that the mines 'should have there stats altered to be less effective then now'.

Untrustedlife

Quote from: Evul on February 13, 2014, 03:46:39 PM
Maybe have a zone where the colonist add mines instead of actually adding the mines one by one your self.

I also agree that the mines 'should have there stats altered to be less effective then now'.

Like a minefield zone?

So like the colonist will lay miens all over in there autonomously?

I like that, because currently you have to replace each one individually after an attack. (which is in fact, annoying)
So dwarf fortress in space eh?
I love it.
I love it so much.
Please keep it that way.


Hey Guys, Here is the first succession Game of rim world for your reading Pleasure, it is in progress right now

LINK

Evul

Yeah exactly my point :)
And if they have room to replace a mine without stepping on one they will do it else they let the area be.

OobleckTheGreen

#12
Quote from: Untrustedlife on February 13, 2014, 03:47:24 PM
Like a minefield zone?
So like the colonist will lay miens all over in there autonomously?

That's exactly what I was assuming was being suggested by this thread.

They should also be nerfed, but let me be specific about HOW I think it should be done: Currently, one mine has an explosion radius of something like 8x8 (with the exception of the outer corners). It can kill a huge number of people if properly timed. But a real antipersonnel mine typically is created to take out a single person, not an entire platoon. So, I think the "nerfed" explosion should have a very good chance at killing or badly disabling, but it should be focused on the individual that set off the mine by walking over it (Those nearby, say in a 3x3 zone, could potentially take minor shrapnel damage). Then make them a bit more expensive to build so you don't have people laying down minefield zones like wall-to-wall carpeting.

Armorat

Quote from: Evul on February 13, 2014, 03:50:31 PM
Yeah exactly my point :)
And if they have room to replace a mine without stepping on one they will do it else they let the area be.
Problem with that is the possibility of boxing themselves in with mines when they're autobuilding. Say X's are mines, in this configuration after a couple raiders blow themselves up:





XX.X
XX.X
XX.X
XX.X
XXXX
So, a minelayer colonist goes to spot C, places mine in spot 1, then turns around and places mine in spot 2. Now what do you do?






XX.X
XX2X
XXCX
XX1X
XXXX

windruf

we don't want to build them close so they don't make chain reaction.

so it should be like: build a mine, and when it goes up, it will be automatically rebuild.