Proximity Mine boomerang feature

What has been bugging me for quite a while now (since BETA) is the fact that when you deploy mines they respawn in front of our ships after they leave radar range.
It is VERY unrealistic, also I have noticed missiles doing the same. Is there any reason for this? Is this on the list of things to be fixed or should I role play around it?

If this is only in my game i'd like to know as well hehehe....

ps Mines are very ineffective even against your own ship so maybe take them out of the game altogether?
 
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Mines are equipped with a tiny duckling brain for a navigation system. They imprint on the first large object they see, and so follow it endlessly.

The brain of a duckling is too small to grasp the concept of locality, and so the mine navigates along nonstandard spatial geometries, which is why it appears to teleport.

What we really need is a class 2 bread launcher, so that we can direct the duckling minds without relying on mere imprinting.
 
Mines are equipped with a tiny duckling brain for a navigation system. They imprint on the first large object they see, and so follow it endlessly.

The brain of a duckling is too small to grasp the concept of locality, and so the mine navigates along nonstandard spatial geometries, which is why it appears to teleport.

What we really need is a class 2 bread launcher, so that we can direct the duckling minds without relying on mere imprinting.

rep +1, well done.

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Mines are very ineffective even against your own ship so maybe take them out of the game altogether?

They'd be more useful as a countermeasure so you could drop them behind you and if the pirate/enemy pursued you directly they would disrupt/overheat their systems, disable boost, for a short period of time, that way they have to go around or deal with the consequences or carry a point defense.
 
It's a bug that's been around for a very long time. Worth reporting it again in the bug forum though, to help it get high enough up the list to be fixed one day.
 
rep +1, well done.

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They'd be more useful as a countermeasure so you could drop them behind you and if the pirate/enemy pursued you directly they would disrupt/overheat their systems, disable boost, for a short period of time, that way they have to go around or deal with the consequences or carry a point defense.


I doubly repped both of you. It is joyous to know that this is in no way lorebreaking and working as intended.
and for reassuring me I am bugged by a bug.
So mines are utterly broken and missiles a bit....

@FrogsFriend Worth reporting it again?
 
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I wrote a bug report ticket right after the 1.3 release but can't see it as an open ticket.
(And totally refused to write new ones because of that, feeling they are being ignored anyway, as the bug wasn't worked on in the many updates since then.)
This was also bugging me a long time. Teleporting mines are a pain in the ASP,
especially as i wanted to outfit my trading ship only with those as a kind of a defensive weapon that i deploy when i run away an being chased by a pirate.
This bug totally spoiled this attempt. :(
 
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I wrote a bug report ticket right after the 1.3 release but can't see it as an open ticket.
(And totally refused to write new ones because of that, feeling they are being ignored anyway, as the bug wasn't worked on in the many updates since then.)
This was also bugging me a long time. Teleporting mines are a pain in the ASP,
especially as i wanted to outfit my trading ship only with those as a kind of a defensive weapon that i deploy when i run away an being chased by a pirate.
This bug totally spoiled this attempt. :(
it is suicidal to do that the way it works now...
 
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