Mines no longer explode when dragging a corpse over them.
Benefits:
-allows research to receive alien bodies on a consistent and reliable basis.
-ease unneeded obfuscation to the playerbase.
Small rant alert:
► Show Spoiler
why do we have mines trigger on dead bodies? I understand that, yes, we want danger to be had for colonists who run around willy-nilly, but heres the big problem.
When you have dead xeno corpses trigger mines, you are actively "teaching" your playerbase the lesson "Hey, dont drag xeno corpses to the base, you will trigger mines." This is a HORRIBLE lesson to teach. You WANT to be reinforcing the fact that, yes, you should be dragging those unidentified corpses back to be researched. Considering a WHOLE update that took SEVERAL months of work( cannot overstate that, seriously. holy cow, why are we undercutting MONTHS of work) relied on that ONE concept, Why would you discipline players for trying to activate one of those CORE concepts for a class.
You could say that, you are teaching your players that they should be on the look out for mines so that way they dont trigger them, but WHY would you teach them that lesson? Theres no point in it, theres no gameplay feature that relies on the concept of "Avoid dragging ID-less bodies through mines" in any positive or meaningful way. There will be only 2 moments that a marine is dragging a ID-Less corpse back to the sulaco; one is for enabling the researcher to do his actual job, and the other is to have meaningful roleplay where you stack up the colonists of the area to symbolize civilization. Why are we crapping on that idea by having mines explode?
Are we teaching marines not to drag living aliens through mines? because we already teach that by 1) aliens will slice a sucker up even when on the floor, and 2) Mines explode when alive aliens hit them.
Are we teaching engineers that "hey, you should leave gaps in your defensive line, just in case something without ID's should want to be let inside the perimeter?" Are we teaching them that they should keep explosives unhidden so people can say "oh hey, theres some mines here, better walk around those safely"? The closest thing i could think of as an even remotely justifiable reason would be " hey, you probably shouldnt stack the FOB and the area around it with so many mines" but again, why are we teaching marines that lesson? Of course they should stack the area with mines, thats what the mines were designed for. That was the proper lesson to laying out ID PROTECTED mines!
Okay, what about the concept "To get good things in life, you gotta work for it"? Thats already being taught though! Its not easy dragging ANYTHING farther than several tiles away. Not only that, but you have to use a HEALTHY marine to leave the squad and drag back the body, in the dark, by himself. You could send another marine to go with him, but now you have 2 healthy marines going back to the FOB in a very sloooow manner. And thats not even the final part! This is step 1!, just getting it back to the sulaco doesnt mean you get ANYTHING in return. You also need to have an active researcher! A researcher who actually cares to go dissect aliens and make the goods! Then you have to send those goods back down, hopefully in a remotely timely manner! WHY are we ADDING unnecessary and unneeded difficulty to an ALREADY difficult gameplay equation. Its like you want marines to say, "bah, its already hard as shit to drag a half a ton of dead stinking meat back to the ship, im not gonna do that AND be blown up by my own mines to do that crap".
There are several things that exist in CM and SS13 that are just for "whatever, its a thing" reasons. bannana and soap slips, the Championship belts, station blueprints. They exist because why not, lets leave it in.
But this "feature" of mines exploding on corpses... its sending the wrong message. I dont think anybody finds joy when they see an ally explode from a mine. Even whatever joy you do get is immediately tooken away because the reality hits you that, some medic is gonna need to waste supplies taking care of his wounds, and "whelp, there goes another mine for no real good reason". If you want to teach the lesson that you shouldnt spread mines around you and that they are dangerous things, just take off the ID-protection. At least be CLEAR on the lesson being taught.
When you have dead xeno corpses trigger mines, you are actively "teaching" your playerbase the lesson "Hey, dont drag xeno corpses to the base, you will trigger mines." This is a HORRIBLE lesson to teach. You WANT to be reinforcing the fact that, yes, you should be dragging those unidentified corpses back to be researched. Considering a WHOLE update that took SEVERAL months of work( cannot overstate that, seriously. holy cow, why are we undercutting MONTHS of work) relied on that ONE concept, Why would you discipline players for trying to activate one of those CORE concepts for a class.
You could say that, you are teaching your players that they should be on the look out for mines so that way they dont trigger them, but WHY would you teach them that lesson? Theres no point in it, theres no gameplay feature that relies on the concept of "Avoid dragging ID-less bodies through mines" in any positive or meaningful way. There will be only 2 moments that a marine is dragging a ID-Less corpse back to the sulaco; one is for enabling the researcher to do his actual job, and the other is to have meaningful roleplay where you stack up the colonists of the area to symbolize civilization. Why are we crapping on that idea by having mines explode?
Are we teaching marines not to drag living aliens through mines? because we already teach that by 1) aliens will slice a sucker up even when on the floor, and 2) Mines explode when alive aliens hit them.
Are we teaching engineers that "hey, you should leave gaps in your defensive line, just in case something without ID's should want to be let inside the perimeter?" Are we teaching them that they should keep explosives unhidden so people can say "oh hey, theres some mines here, better walk around those safely"? The closest thing i could think of as an even remotely justifiable reason would be " hey, you probably shouldnt stack the FOB and the area around it with so many mines" but again, why are we teaching marines that lesson? Of course they should stack the area with mines, thats what the mines were designed for. That was the proper lesson to laying out ID PROTECTED mines!
Okay, what about the concept "To get good things in life, you gotta work for it"? Thats already being taught though! Its not easy dragging ANYTHING farther than several tiles away. Not only that, but you have to use a HEALTHY marine to leave the squad and drag back the body, in the dark, by himself. You could send another marine to go with him, but now you have 2 healthy marines going back to the FOB in a very sloooow manner. And thats not even the final part! This is step 1!, just getting it back to the sulaco doesnt mean you get ANYTHING in return. You also need to have an active researcher! A researcher who actually cares to go dissect aliens and make the goods! Then you have to send those goods back down, hopefully in a remotely timely manner! WHY are we ADDING unnecessary and unneeded difficulty to an ALREADY difficult gameplay equation. Its like you want marines to say, "bah, its already hard as shit to drag a half a ton of dead stinking meat back to the ship, im not gonna do that AND be blown up by my own mines to do that crap".
There are several things that exist in CM and SS13 that are just for "whatever, its a thing" reasons. bannana and soap slips, the Championship belts, station blueprints. They exist because why not, lets leave it in.
But this "feature" of mines exploding on corpses... its sending the wrong message. I dont think anybody finds joy when they see an ally explode from a mine. Even whatever joy you do get is immediately tooken away because the reality hits you that, some medic is gonna need to waste supplies taking care of his wounds, and "whelp, there goes another mine for no real good reason". If you want to teach the lesson that you shouldnt spread mines around you and that they are dangerous things, just take off the ID-protection. At least be CLEAR on the lesson being taught.
-Only have Living ID-less mobs trigger the mine.