Mines are currently basically worthless, but they are based on a cool idea. (defensive weapons for traders/small/slow ships)
1) Have mines not be resolved on the scanner except at extremely close range (not showing up at all until very close to the mine). The idea being they are designed to be too cool to resolve. (The possibility to use the pulse scanner to help spot the general location of mines might be another idea.)
2) Screening mines variant.
Primarily generated a senor disruption that blocks line of sight of a wide-ish (perhaps 500m to 1km radius?) area. Accidentally flying too close to the mine might blind sensors completely for say 10-20 seconds. (as a deterrent from trying to boost through the distortion field willy nilly)
3) Beam mines variant
Intended to be a distraction from the main target as they go silent. Not capable of significant damage. (acts like a decoy that can fire weapons.)
4) Missile mines variant
Similar to beam mines, but only fires at nearly point blank range. Intended to impart negative sensor/fsd/drive effects. (via engineering or variants.)
5) Doppelganger mines (more like a missile, but fired like a mine) (large and huge hardpoint sizes only)
Reverse engineered thargoid or guardian tech. Very expensive. Intended to give ships an edge against aggressors/gank wings long enough to escape. Once fired mimics a small ship like a viper or thargoid scout for a set time limit (~ 2min?) attacking hostile ships aggressively. Balancing this so it is not viable in offensive uses will be difficult.( possibly will not track if the launcher fired first due to 'command interface interference' ?) One approach might be the 'special alien based weapons' be more effective against ships firing weapons etc or via anti-weapon special effects?.
1) Have mines not be resolved on the scanner except at extremely close range (not showing up at all until very close to the mine). The idea being they are designed to be too cool to resolve. (The possibility to use the pulse scanner to help spot the general location of mines might be another idea.)
2) Screening mines variant.
Primarily generated a senor disruption that blocks line of sight of a wide-ish (perhaps 500m to 1km radius?) area. Accidentally flying too close to the mine might blind sensors completely for say 10-20 seconds. (as a deterrent from trying to boost through the distortion field willy nilly)
3) Beam mines variant
Intended to be a distraction from the main target as they go silent. Not capable of significant damage. (acts like a decoy that can fire weapons.)
4) Missile mines variant
Similar to beam mines, but only fires at nearly point blank range. Intended to impart negative sensor/fsd/drive effects. (via engineering or variants.)
5) Doppelganger mines (more like a missile, but fired like a mine) (large and huge hardpoint sizes only)
Reverse engineered thargoid or guardian tech. Very expensive. Intended to give ships an edge against aggressors/gank wings long enough to escape. Once fired mimics a small ship like a viper or thargoid scout for a set time limit (~ 2min?) attacking hostile ships aggressively. Balancing this so it is not viable in offensive uses will be difficult.( possibly will not track if the launcher fired first due to 'command interface interference' ?) One approach might be the 'special alien based weapons' be more effective against ships firing weapons etc or via anti-weapon special effects?.