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specialist idea- trapper

PostPosted: Wed Feb 10, 2016 5:22 pm
by supremepineapple
description: drops mines that destroy 50% of drillers on any sub path it crosses.
quote: You can fight the "honorable" fight, but ill be cozy in my bed watching your stuff go boom
icon: mine

Re: specialist idea- trapper

PostPosted: Wed Feb 10, 2016 9:57 pm
by r10t--
50%?!?!? HOLY!!
I believe this idea for a specialist was floated in another topic, can't remember what they called it though. 50% is just insane though

Re: specialist idea- trapper

PostPosted: Thu Feb 11, 2016 12:32 am
by thekorfballer
Yeah, I have seen this one before as well. I believe it might have been called 'the sapper', but I assume Chariot Rider can tell us more about it? :)

Re: specialist idea- trapper

PostPosted: Thu Feb 11, 2016 12:56 am
by tw2000
supremepineapple wrote:description: drops mines that destroy 50% of drillers on any sub path it crosses.
quote: You can fight the "honorable" fight, but ill be cozy in my bed watching your stuff go boom
icon: mine

Ok, so if it places a mine say, once every 3 hours, during an average transit by a sub it would lose about 97% of its drillers.
This is wayyyy too OP. So find the counter.... Send 1 driller subs to clear the mines! then the sub containing your firepower is good to go!
Well in that case its wayyy to useless....
Better off setting a number of drillers. Say, 4 drillers per mine.

Re: specialist idea- trapper

PostPosted: Thu Feb 11, 2016 8:34 am
by chariot rider
MINELAYER - pandasecret

When travelling between outposts, the Minelayer will drop a mine (symbolized by a dot with little spikes) every three hours in its path. Anyone who travels that path will lose 10% drillers (or should it be a fixed amount of 10 drillers?) for each dot crossed (mines disappear after detonation). One way to prevent losing drillers is to have a Minelayer on the sub, which will then deactivate any mines it passes (the dot disappears), but will still place its own mines. The only time when Minelayers do not drop mines is when they are gifts, or having been released and returning to a friendly outpost. Mines are visible to all players, even when outside their sonar range. Mines can damage the player who dropped them, but at reduced damage (5% instead of 10%, or 5 instead of 10). Mines have no explosion radius, and only damage the sub which it contacts.
The other way to avoid hitting mines is having an Intelligence Officer. All mines in his sonar range will not affect the team to which the Intelligence Officer belongs to, but will still be present to damage other teams' subs.


This was the original suggested by pandasecret.