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Mine Types

Posted: Thu Jul 24, 2003 3:12 pm
by Zachariah
After playing around with the proxies and the firemines , I have to say I am hooked . so I have created this thread in order to suggest some more possible mine types .

Spy mines : Relatively small and difficult to spot , these mines attatch to players , and give you a small radar with wich you can track your enemies (assuming they have stepped on/been hit with the mine) the mine is destroyed when a player is killed. This type of mine would be a godsend in ctf games , as you could stickem to your allies and coordinate attacks , or plop one by your flag and have an easier method of tracking the runner for that !@$#ing red team.

All Purpose UTILITY mine : this mine features an "energy Absorbtion" system . basically , the mine pickup is a "blank" . once you lay the mine , you can shoot it with another gun , and the mines explosion will mimic the attack of that gun , this way you could make an extremely versatile array of mines that provides all sort of strategic value.

Smoke Minesclunky smoke generators , with these mines , one could add a blinding , temorary smoke barrier which one could use to their advantage , by making themselves harder to hit , and allowing for more intricate , and effective ambushes. A person could drop one as they retreat with the enemy flag , or put themselves under a blanket of smoke inorder to hide their head from enemy snipers , as they do some sniping themselves.
Primary would launch a temporary , constant smoke generator , that smokes a medium/small area , and functions for 30seconds
Secondary would launch a temporary generator that has a 15second delay as it charges up a smoke blast , once the blast is ready , the generator EXPLODES , completely filling the level geometry (to a certain range ) with a thick smokescreen , allowing for sneaky escapes/attacks.

Banana peel ...step , slip , HAHAHAHAHAA , get up...

Remote mine Primary launches , secondary detonates ,
Stickable(is that a word) to players for added strategic value

ill post more as i think of them , in the meantime I wanna hear YOUR mine Ideas

Posted: Thu Jul 24, 2003 3:19 pm
by DJPaul2
I like all ideas except for the banana peel, as I think that would be hard to implemenet, and get boring quickly.

Posted: Thu Jul 24, 2003 3:27 pm
by bitterman
i love the smoke idea that would rock you could use it to cover te lasermines....nice

hey i got one


how about a portable camo mine: it works just like the combo but adds a hiding place for you that doesn;t move around, could be used to put up a wall where there was a door but a second ago

Posted: Thu Jul 24, 2003 3:27 pm
by Shuri
All Purpose UTILITY mine : this mine features an "energy Absorbtion" system . basically , the mine pickup is a "blank" . once you lay the mine , you can shoot it with another gun , and the mines explosion will mimic the attack of that gun , this way you could make an extremely versatile array of mines that provides all sort of strategic value.
Very cool :)

Posted: Thu Jul 24, 2003 4:07 pm
by Zachariah
The Smoke mine/bomb would be spherical and have applied karma so you could roll it into position , be it your favorite sniping spot , or the enemy flag

Posted: Sun Jul 27, 2003 10:22 pm
by Zachariah
Ok I'm back with some more mine ideas , although I have to admit that some of these aren't so much "mines" as they are deployable items

Electro-rod A large metal rod that protrudes from the ground/wall from which it was deployed. this rod emits a magnetic field that alters the paths of any projectiles that pass within a certain range. the maximum range would be 5feet , if an objective passed within the maximum range , its trajectory would be shifted in the direction of the rod. the closer it comes , the greater the shift in trajectory , if a projectile comes within 1 foot , that projectile will completely orbit the rod and fly back in the direction it was fired.anyone who walks too close to the rod will recieve a minor electrical shock. The rod has a 30-second charge.

Rocket proxies Your average proxies , equipped with JETPACKS!!! this is basically intended for use in Ut2004 , for defense/offense against air-based vehicles .

Bio AntiProxies Biological antiproxy lifeforms ,these little buggers are very fast and can run along walls and ceilings , and need only pass within 5feet of a proxy to send the little bastard to hell . the downside , a 15second lfespan , not long , but enough time to clear your tail , or a boobytraped room.

Decoy Opponent this displays a holographic replica of yourself , so that you can fool your opponent , and possibly coax him into giving his location away. The hologram is exactly accurate , and even runs through the idle animations. but flickers randomly , and becomes semi transparent when you come within a certain radius. holograms will also give off a slight glow. Does not fool proxies



Turtle small , remotely controlled , tortoise. has high health , and the same speed as a player , but will stop and tuck his head in if anything lands/hits/explodes near him. this turtle can hide an arsenal of 12 proxies in his shell , which you can deploy , remotely , once the turtle is in position


Well thats it for now ,I still wanna hear your mine/deployable object ideas :wink:

Posted: Mon Jul 28, 2003 12:19 am
by Zambini
Wow, there are some really great ideas here! I always loved the idea of the Claw having hundreds of different ammo types... Not sure how many could actually be implemented, but the old school pipe bomb style remote mines are definitely something that UT2K3 is sorely lacking. Especially if they can be attached to a hapless victim... Mua ha ha ha! :lol:

Posted: Mon Jul 28, 2003 12:33 am
by Zachariah
well my whole diabolical plan is not to suggest that ALL of these suggestions be used simultaneoualy , or even used at all , I am basicallly suggesting some alternate claw2/non-claw2 deployable items . my hopes are that If suggest enough good Ideas , then the laws of probability make it more likeley for one or more of these to get picked up by the mod team. but one of the things i had in mind were , that these , or some of these ,could be implemented as "special" items , and these items would spawn randomly . like the grav-belt EXCEPT FOR THE REMOTE MINES!!! THOSE MUST BE IMPLEMENTED!!! I'M JUST GONNA KEEP BRINGING EM UP!!!

Posted: Mon Jul 28, 2003 1:23 am
by Shuri
I always loved the idea of the Claw having hundreds of different ammo types...
Well that just wouldn't be practical - you'd be sitting there pressing the switch ammo key for 10 minutes, trying to find the one you want (ie proxies) ;)

Posted: Mon Jul 28, 2003 3:24 am
by A2597
some ideas:

link mines

Basically one mine does nothing, but if you lay a second one it links up with it with a link gun Alt. (Like the fences in U2, only these hurt :twisted: ).

as an additional feature, you can link up with a mine, so if YOUR using the link gun, your link mine(s) link up with you.

they would be somewhat useful in DM, but DEADLY in CTF for defenders, etc, but can be destroyed same as any other mine.


Flak Mine:
User runs by it, it shoots flak primary. Has a yellow beam rather then the red one of the fire mines. Last for ohh, five shots or until destroyed?

Shock Mine:
same idea as the flak mines, only a blue beam.


Simular to the fire mines...
a mine filled with gas
it sits there happily spewing gas onto the floor, waiting for a spark, or explosion to ignite the goop. (Like alt fire in U2s flame thrower)

I think we all discussed the Proxi Magnets...

Bio Mines:
alot like the fire mines, only make a cloude of the bio toxin (Green beam)

Greedy Mines:
These are mines disgiused as a dropped redeemer, rocket launcher, etc. someone tries to pick them up....BOOM! HAHAHHAHA!!

Posted: Mon Jul 28, 2003 3:48 pm
by Zambini
Shuriken wrote:
I always loved the idea of the Claw having hundreds of different ammo types...
Well that just wouldn't be practical - you'd be sitting there pressing the switch ammo key for 10 minutes, trying to find the one you want (ie proxies) ;)
Aye, that's why I said I always loved the 'idea'. My finger gets sore cycling with three ammo types :cry:

Posted: Mon Jul 28, 2003 3:55 pm
by Zachariah
OK I'm back again , and with each post , I drift farther and farther from the idea of "mines" and more into the realm of individual items . but as long as I have ideas , i'm gonna post em.

Translocator Waypoints Similar to the translocator in that it transports you. BUT this object will also transport any of your teammates too! all it takes is one person to place 2 "endpoint" beacons . once these are laid down , the entire team can use them . this would be great for coordinated assaults. Flag cant be transported through the warp though.

Portable Jumppad primary fire drops a jumppad. secondary fire launches a beacon , that becomes the target of that jumpad.


...darn... lost my train of thought....[/b]