This is my last attempt to keep some form of remote mine detonation in the game. As a 40 point skill, Grenadiers can detonate mines with a remote (at 4th skill, they get an additional weapon or a "right click" menu option to detonate mines on the mine screen. Would be a skill that could work like an engineer can recycle, but a gren would be able to detonate his mines. Would detonate all mines, ofcoarse. Still keep nine mining in the game as a feature, but greatly reduces who can use it and when. Makes it impossible for those early game 9 mines that destroy forward bases. The downside would be that a gren could still drop 8 mines and blow up buildings with them. but now it is restricted to only players who have been working with the team the whole game, and are skilled. I didn't have an idea for these guys, but just thought I'd mention them because they are the only other group that has no noticeable upgrade. Maybe give them the smg3? Can call it Demolitions mastery. Able to rig mines with remote detonators. and riflemen could call theirs Weapons Manufacturing, able to make a godlike smg come back from the recycle bin of krenzo's desktop.
I would prefer a more useful upgrade. I don't see why you think 9 mining a base is so useful, when is the last time you actually mined a base instead of the commander?
Last time I did that was on slaughtered, when I killed their barracks, vf, radar, and armory all in one go in the middle. This gave them a big enough shock to take the middle, then their main, then the south east. Basically, if you can't get to the com, get to the areas in your way. Also, mines that were planted, but the enemy pushed past that point without setting them off are fun to blow up. And another one, nine mining walls is rather effective at times. I think it takes 2 grens to do it, but taking down 3 layers of walls instantly can be fun. Also, I have bad luck killing the enemy with 9 mines, so I'll usually go for the barracks/VF in their main if the com is not in a corner that he can be trapped to so i can finish him off.
And scouts should have M249's with planted M203's below them and an M82 sniper rifle as a foldable attachment. IDK, if you're going to give one class a special skill, why not give the rest of them some.
For gods sake, ninemine is getting removed for a reason, replacing it with something that has exactly the same effect solves NOTHING. GET OUT OF MY SIGHT.
-_-'' http://wiki.empiresmod.com/index.php?title=Skills Read the guide Inceptor.... nine mining bases and tanks only gives large advantages early game when there is little defense and you can sneak in. It is much less effective late game. Also, if you sneak up to the com and drop 8 mines around him, those 8 mines will kill any buildings around him anyways, so saying you are doing it to remove the insta base killer isn't really going to happen. Dropping 8 mines in one spot right outside barracks or on the way to the vf from the barracks will guarantee someone will trip them on accident. The only plausible reason to remove nine mines is that it is unfair to tanks. Otherwise, it just makes doing something that people will do anyways a little more difficult.
They are going to fix that too. "Don't worry, it will be fixed." And yeah. I don't like 40-point upgrades anyway -- I don't think someone who's been playing the map all along should suddenly automagically get any significantly important more abilities than someone who just logged on. A few cosmetic +10% to this-or-that abilities are fine, particularly as long as the free skill keeps them from getting too important, but (unless it's done through res or buildings or research or something else that affects the entire team), I loathe the idea of any player having access to an ability that another player simply doesn't. With this ability, it'd be even worse. Giving only some players access to an extremely powerful, potentially game-ending ability like remote detonation is not a good idea. I like the idea of nine-mining being removed... I don't have anything against ninjaing, but I think it should require more than just one person to have a decent chance of success. And I certainly don't think one lone person should be able to instantly make multiple buildings die with absolutely no warning to the enemy team. But even keeping nine-mining in would be preferable to this, turning it into an uberweapon that only some players have access to.
I don't read the code I play the game. D:* Aren't you supposed to use 8 mines and a mowtar, anyways? Unless you placed the mines 5 metres away from the comm he will explode if he twinges and starts his engine.
SMG3 is like sex minus the bullshit. Its like paying for hookers with garbage. sober edit: I fucking rule when drunk.
the thing is, 9mining to destroy bases takes AGES to set up. if you want to destroy multiple buildings you also need to do it in the middle of the base in plain sight. it's only possible to destroy two buildings if they're fairly close- killing 5 buildings as you described is impossible since the mine damage multiplier when mines were stacked was fixed. it also removes all of the players mines from the map, and requires ammo AND the ammo upgrade so it has to be thought out. unlike, for instance, grenade spamming from the engineer which can also take out a building in less time. 9mining is excellent for taking out buildings which the enemy is turtling inside and constantly repairing. it's impossible to clear out a barracks because the men respawn inside. you try taking out a barracks in your base with 6 men inside, even if you try to assault it with 12. finally, ask yourself how often you actually see 9 mining occour offensively. every time there's a ninemine discussion i always miss out on it. the detonator idea is kinda cool. i always disliked it before because it might possibly make escort suck, but on normal maps it sounds fair game to me.
Just make the secondary fire for mines a remote detonation. Though, this would kind of make the removal of 9mining moot....