Posted 30 March 2013 - 01:39 PM
My suggestion would be one I proposed in another thread i'm too lazy to dig up, AoE ability style thing with a timed cooldown.
Failing that, the mine laying option would be useful, it would also give more use for scouts in defensive situations rather than telling you when to run away like a boy from a priest or stand and fight like... I don't know, Russel Crowe at the end of Gladiator.
As a sidenote, I do agree with on minefield numbers and allowing hostiles to dig in with that big a minefield, but I also know how crippling the lag can be in games where opponents have heavily mined sometimes. I think on that front, it's a trade off of performance and hilarious, bowel exploding death.
Although...i'm almost certain theres a way you could do both, simulate a large minefield but have the mines actually have technically smaller numbers. Fuck, how do I explain. Basicly, it's regarded as a single entity in the game, but visually and ability wise, it acts as multiples, so in turn, you avoid long term games crippling lag as you wouldn't need so many as their simulated, maintaining an illusion of a vast minefield. They detonate and disapate as usual so for all intensive purposes, they are a minefield. I *think* it might be possible technically. If you tie in certain conditions to the detonation abilities perhaps, causing the final one to self destruct the field? Y'now what, let me get back to you on that idea. I can see alot of flaws with it.