Nautilus Q&A

Slo

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Am I missing it somehow cuz I aint seeing it anywhere

EDIT by Montoya : WTF... don't start a thread that makes you click it expecting to see something and not produce it! You should be banned immediately!

Thankfully I shall include the link in this edit :D

 
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Slo

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BAH! Mines only last "days".
Like wtf? It's a money sink. Even if mines are cheap as dirt it simply becomes a time sink.
Not for me.. time to melt it.
Looks like a good time to buyback my Pioneer.

Anyone know when new buyback tokens come out?
 

Zapper Weisman

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I think it's a great looking ship but mine laying game play doesn't interest me, especially when they said the mines would need a lot of attention. Still, cannot wait to see the Nautilus in game. Should be pretty tanky.
 

Michael

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The Vulcan become much more interesting as it can carry Nemo mines to deactivate stuff.

BAH! Mines only last "days".
Like wtf? It's a money sink. Even if mines are cheap as dirt it simply becomes a time sink.
Not for me.. time to melt it.
Looks like a good time to buyback my Pioneer.

Anyone know when new buyback tokens come out?
Poe's law?

You need to maintain them to keep your minefield working. And it also has been stated that mines will be relative expensive. So they are nothing which you want to drop and forget.

Beside that we start to see what the real cost of large and capital ships will be. And it seems like it will be fucking expensive. So somehow i like that.

Next buyback should be in october
 
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Black Sunder

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Printimus

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BAH! Mines only last "days".
Like wtf? It's a money sink. Even if mines are cheap as dirt it simply becomes a time sink.
Not for me.. time to melt it.
Looks like a good time to buyback my Pioneer.

Anyone know when new buyback tokens come out?
It's not like they straight up disappear after "days". They just dont work as intended if they break down. Which means you will have to take your NEMO drone and go get them running again. Everything in this game is a money/time sink.
 

Thalstan

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BAH! Mines only last "days".
Like wtf? It's a money sink. Even if mines are cheap as dirt it simply becomes a time sink.
Not for me.. time to melt it.
Looks like a good time to buyback my Pioneer.

Anyone know when new buyback tokens come out?
First off, mines last days when deployed. They do not wear out in your hold.
Second, you can refurbish them. Although we are not sure what type of components they will take, Vehicle or S1 components seem appropriate. However, this longevity may be with class D components, or it may be with class C, B, or A. We don't know. If it's class C, it's very bad news for ship owners, as it points to a use time of 24-72 hours before components will need to be replaced. That is WAY too fast IMO. I am hoping they allow vehicle components to last at least 3-4 weeks, if not 3-4 months of wear time before refurbishment needs to happen....but not holding my breath.
Third, I think they are going to really need to re-think mine deployment. I guarantee that once the Nautilus is released, every exit point for Q space near a planet, moon, or station will be mined. Running from Hurston to Crusader? Expect to hit mines when you exit quantum. Headed from Area 18 to Hurston? Expect mines. Port O to Yela? Mines. Area around Jumptown? Mined.

This is the tool that will be used by those wanting to extract salt. You don't even have to be online to create problems for others anymore.
 

Bambooza

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First off, mines last days when deployed. They do not wear out in your hold.
Second, you can refurbish them. Although we are not sure what type of components they will take, Vehicle or S1 components seem appropriate. However, this longevity may be with class D components, or it may be with class C, B, or A. We don't know. If it's class C, it's very bad news for ship owners, as it points to a use time of 24-72 hours before components will need to be replaced. That is WAY too fast IMO. I am hoping they allow vehicle components to last at least 3-4 weeks, if not 3-4 months of wear time before refurbishment needs to happen....but not holding my breath.
Third, I think they are going to really need to re-think mine deployment. I guarantee that once the Nautilus is released, every exit point for Q space near a planet, moon, or station will be mined. Running from Hurston to Crusader? Expect to hit mines when you exit quantum. Headed from Area 18 to Hurston? Expect mines. Port O to Yela? Mines. Area around Jumptown? Mined.

This is the tool that will be used by those wanting to extract salt. You don't even have to be online to create problems for others anymore.

True which is why I believe they are attempting to limit the grievability of these by limiting their usefulness by making them expensive and require lots of upkeep. While there could still some minefields around jump gates and popular trade routes they are going to be far less then if the mines lasted longer.
 

Printimus

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True which is why I believe they are attempting to limit the grievability of these by limiting their usefulness by making them expensive and require lots of upkeep. While there could still some minefields around jump gates and popular trade routes they are going to be far less then if the mines lasted longer.
They also go to mention legalities and crime stats for setting up mines in a fashion that prohibits players from enjoying the mechanic. Grievability isnt that high for this. Checks and balances will persevere.
 

Radegast74

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I really wanted to be able to setup a mine field around the rock I am mining.

You know, to keep other people away from me gold!
I still think you could do something like that. Note, you would really want a team of people, let's say, a group of miners and a group of security people. The security people could set up mines around an OM or jump beacon (making sure only friendlies could arrive directly) and then set up mines by the biggest entrance to the area, or set up mines in an asteroid belt to make a "curtain" or safe area for miners to retreat to.

My first thought for using mines --> a group of people could conduct quantum interdictions along a shipping lane, and set up mines to channel the interdicted ships towards the gunboats, i.e., cordon off the sides and top & bottom, so that ships couldn't easily run away. I'm sure there are other uses.
 

GarikDuvall

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This is the tool that will be used by those wanting to extract salt. You don't even have to be online to create problems for others anymore.
If I had this ship and such inclinations... I would mine a nebula or other area where scanners won't work properly. 😇 Using e-warfare ships around mined areas for similar effect, might get some nice results.
 

Shadow Reaper

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I continue to be impressed, but I still would like clarification of the ventral turret, and whether it can be swapped out for guns. With or without though, with heavy armor, three large shields and the twin S7s on the chin, I think this is my choice for tank buster. Given COS ability, and the large number of mine-laying and removing applications, this is an extremely valuable ship any serious fleet will want several of.

And yeah, anyone prospecting would find having a handful of mines to be an enormous advantage.

Why is the detail about the mines themselves not on the ships' page? So we go hunting around every time we want to verify the types of guns on the shooter, etc? BTW, what was it? 2 S1?
 
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NaffNaffBobFace

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BAH! Mines only last "days".
Like wtf? It's a money sink. Even if mines are cheap as dirt it simply becomes a time sink.
Not for me.. time to melt it.
Looks like a good time to buyback my Pioneer.

Anyone know when new buyback tokens come out?
Remember this is prior to teir zero implementation of the mechanic in the game.

Eventually it could be these S7 mines need attention every few days to keep the field in optimum condition but S3 mines although much less powerful could be left out for weeks without maintenance...? All balancing pros and cons could mean a field of mixed sizes could really carry some clout, minimum number of S7's means not too much maintenance while the S3's could funnel ships toward the powerful ones.

Too early to say either way before they have worked out how it'll work, launched it to the 'Verse and have it play-tested.
 

Shadow Reaper

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Agreed. I think Naff hit it on the head. We don't even know what we don't know yet. One of the few things we do know is CIG is committed to the notion that the game be complex, and that the skills of each player are what drives the game, not the skills of a character. So we should expect the entire mine dynamic to be rich and complex and we shouldn't assume it is all for cash. The game costs cash, but hey, that's the way is it. Why complain when we don't even know what ship insurance will cost, nor NPCs, nor. . .nor. . .nor. . .

I'm thrilled they're planning to deliver this level of complexity. This is one of the reasons why player skills will trump grinding and all the other nonsense that comes from trying to power-level a character. If you want to excel at this game you have to apply yourself to learning the richness of a game dynamic, and most people won't have the time nor interest to gain true competence at every part of the game, so specialists in things like mine handling are going to arise and we'll want to learn from them what is and is not practical.

I do favor strategic rather than tactical play, so this dynamic seem just wonderful to me. I don't think we know enough to make much comment past that. How fast do these mines move? Can they catch a fighter? Are they useful against small craft at all? We don't even know what questions to ask.
 
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