Landmines.
Why not let these usher in a new era in Cyrodiil, where chaos and confusion is but a distant memory?
The offensive aspect:____>__Keep vendors sell landmines/spellmines.
____>__You can have only one landmine active at a time.
____>__A landmine comes with a detonation radius of X meters and is active for X minutes.
____>__A landmine is planted the same way a siege weapon is set up.
____>__If you're already in stealth, planting a landmine does not pull you out.
____>__You can't plant a mine if enemy players are already inside its killzone.
The defensive aspect:____>__Keep vendors sell:
___________+__mine detection pots;
___________+__mine detonating kits (loud - acceptable in Cyro)
___________+__mine disarming kits - more expensive (stealth mode for IC sewers
)
____>__Mine detection pots will have a cooldown of 2 seconds and last for 2minutes.
____>__You'll chug a mine detect pot and its CD won't interfere with your next essence pot.
____>__A player will consume a detonating/disarming kit whereupon a countdown begins.
_______They'll rush to the center of the mine kill-zone and interact with the mine.
_______A mine detonate/disarm UI similar to a pick lock will come up. It's a race against time. Fail and lol.
____>__Stepping away from the kill-zone without interacting with the mine is instant death.
____>__A player detonating or disarming a landmine is immune from attack.
____>__If a detonation kit is used, once the "lock-pick" part is done,
_______there will be just a few seconds to clear the killzone before mine detonates.
____>__There will be a visual cue that a mine is about to detonate. Everyone needs to stay off the killzone.
____>__On the other hand, If a disarming kit is used, not even a click will be heard. Sewer stealth mode.
____>__Successfully detonating/disarming a landmine grants 5000 phys/spell resistance for X seconds.
So, should Cyro have landmines?
If yes, should they instantly kill or just deal a flat amount of damage, say 20k?
What if I go north? Disappear.
Would you come after me?