Dead don't trigger mine explosions

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KingKire
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Dead don't trigger mine explosions

Post by KingKire » 18 Feb 2017, 23:01

Summary :
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:
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Details :
-Only have Living ID-less mobs trigger the mine.
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


~Furthermore, I consider that Floodlights should no longer be destroyed.~

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adamkad2
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Re: Dead don't trigger mine explosions

Post by adamkad2 » 19 Feb 2017, 13:48

Damn, this is cool, corpses setting off mines is real bull. +1
Janina 'Bullseye' Jardine- Never misses, but what she DOES hit is another thing

This place would be so much better if marines were replaced with cyborgs, atleast those would follow orders. assuming there was a rule forcing them to do so...

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MauroVega
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Re: Dead don't trigger mine explosions

Post by MauroVega » 19 Feb 2017, 17:48

They are glorified claymores with an ID system as the sentrys to see friend from foe

-1
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KingKire
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Re: Dead don't trigger mine explosions

Post by KingKire » 19 Feb 2017, 22:48

MauroVega wrote:They are glorified claymores with an ID system as the sentrys to see friend from foe

-1
Alright, i love this comment. It expressed the reason why i dislike mines exploding dead corpses:

Do sentry guns fire on corpses?
-no.
Do mines explode on corpses?
-yes.

Would having sentry guns fire on corpses give any meaningful gameplay addition to Colonial marines (I.e, if we added this, could we say it objectively made the game better as a whole, tooken at the sum of all the games parts?)
-no

Could we arrive at the same conclusion if we had mines equipped with that feature?
-yes, mines exploding on corpses can objectively be said to not only be non-meaningful addition, but also detrimental to other gameplay features for no other reason then that it exists as a mechanic currently in the game at the present time.

This is why, out of all the particular nitpicks and gremlins in this game i love to play, this bothers me the most.
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


~Furthermore, I consider that Floodlights should no longer be destroyed.~

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Snypehunter007
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Re: Dead don't trigger mine explosions

Post by Snypehunter007 » 22 Feb 2017, 15:55

If you threw a dead deer or a live one, it is still going to explode.

-1
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Casany
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Re: Dead don't trigger mine explosions

Post by Casany » 22 Feb 2017, 16:52

+1

See, the reason for this plus one is very simple: why would you add such a big change, the research change" to just negate it with mines

The only way you can get a dead alien through an FOB is if the engineer left openings unguarded, and that ain't good. See, you can't get a dead ayylium through a good FOB, which means that alien ain't being dissected and researched, which completely negates that giant change
"He killed me with a SADAR and it was bullshit. We should ban him for ERP because of how VIOLENTLY HE FUCKED ME" - Biolock, Saturday 15 October 2016

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Re: Dead don't trigger mine explosions

Post by Crab_Spider » 22 Feb 2017, 18:21

Or just make it so xenos bodies can fit in body bags and coffins. -1
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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KingKire
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Re: Dead don't trigger mine explosions

Post by KingKire » 22 Feb 2017, 19:03

Snypehunter007 wrote:If you threw a dead deer or a live one, it is still going to explode.

-1
Let me try a different tact

What causes a ID-mine to trigger?
-Heat?
-Mass?
-Movement?
-Composition?

Why dont huggers trigger mines?
why dont mines trigger if you place them on corpses?
Why dont mines trigger if you threw a pile of body parts in front of them
If i planted a mine on a dead corpse and threw a body part or hugger in front of it, would that be enough to trip the mine?
If i did all of the above, but used a flamer to heat it all up, would it set the mine off?
If i dropped my ID card on the mine, at what point would the mine trigger?
Why cant i pin an ID card on a xeno to walk it through mines
If a 500 lb dude wearing an ID badge stepped in front of a mine, would it trigger?
If 2 100 lb dudes taped together with one wearing a badge walked in front of a mine, would it trigger?

If we programmed all the edge cases of what it means to be an ID-Triggered mine, would we gain any sort of value from it?
If we took out mines exploding on corpses as a feature, would anyone miss it?

I know im reaching towards the hypothetical here, but where do we draw the line of "Realistic feature" and "detrimental to overall gameplay". Im fighting very hard for this case because i really do believe its one of those code features that really doesn't do anything for anyone, and removing it would really give alot of people less of a headache.
*Also, i feel like really arguing for something silly on the internet/ testing how well i can argue a position.

"But what about bananas/soap?"
Bananas/soap were annoying, and they still are, but they are kept because somebody up above (im thinking popa apop) really enjoys slapstick humor. I wont lie, i enjoy it too. But even they were toned down because it started to become less of a humorous addition, and more of a bad gameplay feature. (Mmmm, slipping xenos = no good)
*also, there's no realistic reason why a banana on dirt would slip a 180lb marine with size 15 combat boots. We keep that funny shit because the humor of slipping is worth more than losing a bad gameplay feature. I wont lie, i enjoy it alot.*
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


~Furthermore, I consider that Floodlights should no longer be destroyed.~

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Snypehunter007
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Re: Dead don't trigger mine explosions

Post by Snypehunter007 » 22 Feb 2017, 19:26

KingKire wrote: What causes a ID-mine to trigger?
No ID, pretty simple.
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KingKire
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Re: Dead don't trigger mine explosions

Post by KingKire » 22 Feb 2017, 19:37

If we can clip an ID to dead xeno, i'd happily take that.
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


~Furthermore, I consider that Floodlights should no longer be destroyed.~

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adamkad2
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Re: Dead don't trigger mine explosions

Post by adamkad2 » 23 Feb 2017, 05:24

whoever complains about that removing this would be unrealistic obviously got issues
Janina 'Bullseye' Jardine- Never misses, but what she DOES hit is another thing

This place would be so much better if marines were replaced with cyborgs, atleast those would follow orders. assuming there was a rule forcing them to do so...

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forwardslashN
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Re: Dead don't trigger mine explosions

Post by forwardslashN » 28 Feb 2017, 19:48

Just like friendly fire is a thing that exists, dead bodies also trigger mines if they cannot be IDed. I think it's a pretty logical extension of the gameplay. Not everything is 100% realistic in the game, and it doesn't have to be, but some things make more sense than others. As for the whole research thing, just disable the mines before you drag a body through them, or just go around.
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