Hello everyone! It's your favorite blooming thread spammer on the forums and boy do I have something for you! Mines! A lot of 'em... But yes, mines. I'm going to try and create a little list of a bunch of different types of mines now, will this be done by a specialized mine layer? Combat fabricator? I dunno' but it's still some ideas! Don't be afraid to criticize nor add your own ideas to the great pool of well.. ideas. Anyway, the mines. Mines: General Purpose mine: A general purpose mine, average damage, average aoe, average everything essentially. (Basically the mine built by combat fabricators at the moment.) Area mine: A lower damage mine that does damage over a wide area, it's mean't to be able to take out low health units, and damage high health units, in a wide range. Precision mine: This mine is the total opposite of the Area mine, high damage, low aoe. It also has a very small trigger radius. It alternatively is mean't to be used to defend against units with high health. Nuclear mine: A mine that posseses either near or the power of a nuke. It's cost, to compensate for it's ill mobility, is relatively lower than that of the Nuke. It does damage over a vastly wide area but has a relatively low trigger radius so all the units in the group are affected. EMP mine: A mine that explodes over a pretty wide area, it does very low damage, if any, and instead stops the units in their tracks for a few moments. Some ways I could see this being used is you could set up a few in front of your defensive lines, the enemy runs towards your turrets, your mines, and zap! They're all stuck as your turrets make mince meat of them. Extra: Napalm mine: If fire affecting units is ever added this could be a possibility, a unit runs into the area and the mine explodes, it sets all the units/trees and such around it on fire. This means they begin to slowly take damage over time. It'd probably have the cost to compensate for it's damage-over-time factor.
Just going to plop this here: http://strategywiki.org/wiki/Total_Annihilation:_The_Core_Contingency/Structures/Mines Note that pathing and a unit cap made mines useless in TA, something that we don't have to worry about here.
It would be nice if the area command for placing mines scattered them randomly throughout the circle you create instead of just a line.
I think the RCBM does that, and Statera might soon as well. If you want it you can easily edit the code!