Author Topic: mines!  (Read 1766 times)

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Offline almag

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mines!
« on: May 10, 2007, 02:23:52 pm »
This would be simple. It would explode like a grenade, but it would only explode from contact of something (a bullet, a person, etc.).

Edit: It couldn't kill anybody either. Not unless their health was low. And it can be noticed, just that it isn't too easy.

Offline Slayer DZ

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Re: mines!
« Reply #1 on: May 10, 2007, 02:38:08 pm »
game would be much harder, but could be added as an in game option. players should be able to place them, but in the game start there shouldn't be any already placed mines on the field.

LtHerbert

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Re: mines!
« Reply #2 on: May 10, 2007, 02:42:02 pm »
this would create a whole lot of problems when tons are places in front of flags. plus i think ive seen a weapon mod liek this. i think tehy made the explosion time on grenade REALLY long or asomething. idk but i know its been done

Offline PaFel

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Re: mines!
« Reply #3 on: May 10, 2007, 02:47:14 pm »
Wow! I was thinking about it from few days :D! I think that mines should be like Claymores because then they will be better visible. I think also that mines could have the same .ini like other weapons, but controled difrent functions (hard to understand). Bink could work as measure of angle of fire. 360° - fire with shrapnels around 45° fires only to the right (or left).

*Edit* Mines should be in kits like cluster nades.
« Last Edit: May 11, 2007, 07:14:23 am by PaFel »

Offline Magic Odd Effect

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Re: mines!
« Reply #4 on: May 10, 2007, 05:52:04 pm »
WTF? "Mines should be in kits line cluster nades"? Once again you've befuzzled me with your improper English.

Back on topic: I'd like it. Very like it.  It'd be excellent for anti-camper defense: You kill the camper, place a mine where he just was, then step back and wait. After you hear it a'splode, then rush in, cuz he's gonna be MASSIVELY binked. Then finish off what's left of him.

Support, but isn't this a "new weapon"?
Don't say that you're Magic. Because you aren't, and I am.
All-around good with weapons that aren't long range, except in TW.
Now be careful out there, soldier.
Best Newbie in the May 2007 Soldatforums Member Awards!

Offline F3nyx

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Re: mines!
« Reply #5 on: May 10, 2007, 10:21:55 pm »
Mines should be added to the list of things never to mention in Improvements/Suggestions.

Offline mitja

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Re: mines!
« Reply #6 on: May 11, 2007, 06:30:48 am »
Eh mines that can't be good cuz if nobady won't step in a mine for 5 minhutes there will be a lot mines in map.Nobady won't be able to do a step ;)

Offline mxyzptlk

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Re: mines!
« Reply #7 on: May 11, 2007, 06:35:41 am »
Maybe it should automatically detonate after about 30-45 seconds.

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking

Offline -Skykanden-

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Re: mines!
« Reply #8 on: May 11, 2007, 06:36:40 am »
Maybe it should automatically detonate after about 30-45 seconds.

yes im agree

and can be funny support

on the weapon .ini cna change the grande explosing time?

Offline The Red Guy

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Re: mines!
« Reply #9 on: May 11, 2007, 07:00:28 am »
Suggested before. Nades serve as good temporary mines.

Offline PaFel

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Re: mines!
« Reply #10 on: May 11, 2007, 07:25:43 am »
Magic Odd Effect I don't like you very much, but +1 karma for reading posts with understanding. :)

Maybe it should automatically detonate after about 30-45 seconds.

Hmm... Maybe 1 minute?

I made picture that shows how they could look like.

Offline -Skykanden-

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Re: mines!
« Reply #11 on: May 11, 2007, 07:38:13 am »
heheh really nice, that can be good

Offline The Red Guy

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Re: mines!
« Reply #12 on: May 11, 2007, 07:46:36 am »
Quote
NO NEW WEAPONS (would invite even more weapon-balance issues, disrupt Soldat's file layout, mess up functionality of old mods, etc.)

http://forums.soldat.pl/index.php?topic=10076.0
http://forums.soldat.pl/index.php?topic=1615.20

Offline O.R.I.O.N.

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Re: mines!
« Reply #13 on: May 11, 2007, 09:15:42 am »
Red Guy's right.  No new weaps.  Besides, it's not like this hasn't been suggested like 20 times before...
To sum up my point: We had a multipage debate about toilet padding. (Putting TP in the water so you don't get splashed.)
And we still don't know if dead guys can keep a stiffy.

Offline Avis

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Re: mines!
« Reply #14 on: May 11, 2007, 09:23:49 am »
BUT!
You could make an option in the weapons.ini which would be:
GrenadeTime: 3 (default)
So the grenade would remain on the ground and with a setting of 120 seconds until explosion - you'd have a mine.
BANG! 5:45 o' clock. It's the police raiding your home, blackmailing you.

Offline O.R.I.O.N.

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Re: mines!
« Reply #15 on: May 11, 2007, 09:27:47 am »
...erm...sorry, but...no.
To sum up my point: We had a multipage debate about toilet padding. (Putting TP in the water so you don't get splashed.)
And we still don't know if dead guys can keep a stiffy.

Offline The Red Guy

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Re: mines!
« Reply #16 on: May 11, 2007, 06:20:26 pm »
Besides, it's not like this hasn't been suggested like 20 times before...
Indeed.

Offtopic: Congrats Veteran :D