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Mine Launcher

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Queso:
On topic gentlemen, please. As much as I want to slingshot a helicopter carrying a mine, I don't think we'll be seeing that this side of adventure mode.

Captain Phil:
I wonder how they will shoot, click and hold? Tap the shoot to launch the mine close to your ship and hold it to launch it even farther; would make for precision placement.

Shinkurex:
Hold and click might be the way implemented, but I think it would be interesting to do power lvls (Kinda like the throttle controls) to put the mine at different ranges:

I = 125
II = 250
III = 500

Numbers are there for demonstration purposes

Pickle:

--- Quote from: Captain Phil on April 09, 2013, 11:46:20 pm ---I wonder how they will shoot, click and hold? Tap the shoot to launch the mine close to your ship and hold it to launch it even farther; would make for precision placement.

--- End quote ---

I'm going to hazard a guess that they will work in one of two ways..

- fixed arming delay from launch, using the arc of fire to determine altitude and range of deployment (arming at the point the timer runs out)

- fixed deployment altitude based on altitude of launching ship, using arc of fire to determine range of deployment (arming when it returns down through the launching altitude)

The first would be the most useful tactically, but the second would have an in-built nerf to the usefulness of mines that might assist in balancing their use.

Machiavelliest:
With an arming delay, you'll be forced to resolve collisions between the mines and the ships where the mines aren't destroyed.

I'm assuming they'll be particle-type effects that, when launched, have an initial lateral velocity that's accelerated to zero, but still affected by wind?  I have a feeling that you're gong to see a lot of Squids with mine launchers ramming then spamming mines, since they currently don't do friendly fire damage.

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