So obviously one of the big forum bugbears at the moment is infinite bomblet VI/Genius/Advanced Sensors/Nym, who can drop bomblets either before or after he moves with near full knowledge of the board state. Personally I think this guy would be fine if Genius was tweaked so if can't be used if the user overlaps an obstacle, bumps or is ioned. (and potentially stress, but that's another conversation entirely).
But what about action header mines? Conner Nets, Proximity Mines, Clusters etc? While not infinite, these are also contributing to the scarcity of low health/high agility ships in the game at the moment. We know Advanced SLAM is expected to be revised in the near future (which hits Miranda specifically), but how would people feel about a change to mines' detonation rules as a whole?
Specifically if - while still being triggered by overlapping - they detonated at the end of the activation phase, like bombs, so you would only take damage from mines if you finished the activation phase still overlapping the mine template.
High PS bombers lke Miranda would still be able to drop mines on lower PS ships with impunity, but higher PS ships - talented pilots - ike Soontir, Carnor, Corran etc would would be able to avoid the effects with skillful flying. You could trigger and avoid mines by flying over them with a fast maneuver, or avoid the effects with a post move action like Boost or Barrel Roll.
This way, mines could still be used to hinder high PS, low health Aces, albeit by causing them to spend their actions on repositioning moves instead of token stacking, rather than just by being potentially instant death.
Obviously a change like this would mean mines would be nowhere near as effective as they are right now, but they would still be dangerous to low PS pilots or ships with no native repositioning, and still useful to excercise a degree or movement and action control.
Any thoughts?
Edited by FTS Gecko