So Mines have major disadvantages:
long cooldown, multiple slotting does not help much
long activation time after being dropped
short range 2km, 3km(photon)
slow travel speed
mines self destruct after a while
They don't share tactical consoles with torpedoes unless they are same damage type (just make a console for kinetic ,ie. both torps and mines)
I propose designing modes to switch between around these weaknesses. Maybe right click on the mine slot and change mode.
For example these modes:
12 sec cooldown reduction
This will effectively make this a powerful short range kinetic weapon. Still is a 5 second activation after the mine is dropped, so if a npc or
person noticing these dropping stays within 2km they are asking for trouble. Also some types will spam out faster like photon with shorter
base cooldown. And Web mines will still have a significant cooldown remaining
very defense values and generates extra fake mines around the real ones
Besides being hard to target and kill this would be an effective damage soak against Fire-at-will and some AOE.
10km activation range
Mines have full 10km range activation (think loading them with extra fuel and sensors). I don't think this is OP. They still have to slowly travel and take forever to reach a far away target. They are still easy to outrun or destroy. But this needs to not track cloaked ships over the normal detection range. That would be OP to just drop these around where you think cloaked ships are.
I am not sure if changing mode should be limited to outside mission. Or allow changing when not in combat (red alert). Either way, I think this would bring mines up to par and be able to adapt to the mission. I think we can agree mines need some TLC
What do you think?