Since I'm OCD and I prefer things sorted, I live by the code that each idea or topic requires its own thread.
MINES ARE SEVERELY UNDERPOWERED. Let's compare them to both Missiles and Laser Walls:
Compared to Missiles (explosive, spontaneous nature)
*Mines are reactive, they do not require the robo's attention to activate, while to use missiles on Bunnies the Robo must actively see and use it on the Bunny.
*Mines cost 70c, Missiles only cost 50c
*Mines are single use, while Missiles get 6 uses.
*The placement of mines requires a Bunny to deviate from the standard path of Drop Zone to Feed Box, meaning additional attention from the Robo player. They must also be placed somewhere between the Drop Zone (Bunny OBEYing area) and the Robosaru (in a Bunny disOBEYing zone) while the placement of Missiles in the Feed Box usually takes Bunnys away from the Robo (except in DoubleL) and is as much as a routine process as delivering Uranium.
*The Bunny that placed the mine, as well as the Robo watching him knows where the mine is. If a third Bunny takes over, now there's at least two Bunnies on the field who know where the mine is.
*Mines cannot be moved, unlike Missiles which, once loaded, can be fired wherever.
*Mines cannot be placed anywhere near the zap range of Sentries, while Missiles can be fired quite low.
Compared to Laser Walls (defensive emplacements)
*Mines are indestructible, while laser walls will be removed if hit by bullets or an explosion (although this isn't that big a pro since they blow up once used)
*Mines can be used as a surprise/psychological element, although I am unsure of the usefulness of this feature (minor pro, I think)
*When only one is purchased, a Mine still works, while a Laser Wall does not (very minor pro: no robo worth his salt just buys a single Laser Wall, and Bunnies don't get paid for placing just a single pole.)
*Mines cannot be climbed over, although climbing over Laser Walls is tricky to pull off (very minor pro)
*Mines are only single use, while Lasers will zap for eternity
*Multiple mines are difficult to set up for risk of the bunny getting killed without the robo's guidance
*Mines cover FAR less distance than Laser Walls set up for the same price. Laser walls can cover a 6-tile line for 100c, a 12-tile one for 150c, and a 18-tile one for 200c. Mines are a flat 70c per 4-tiles. (140c for 8, 210c for 12, 280c for 16)
Of course, mines are still a valid counter for Laser Walls. (and since this is their only actually useful use, carrying mines is often a punishable act) They are not the only counter though, as a bunny who creates a staircase near a Laser Wall can force a Robo to take the risk of shooting and destroying his own poles, if he doesn't have flamethrower ammo.
Possible Exclusive Fixes
*Reduce the price of mines by at least 50c
*Double the mine trigger radius
*When a mine is placed, cause an additional 6 mines to be placed in a ring around the center mine. Give a warning to the bunny that placed them and a 10 second activation time.
*Have mines placed in the Feed Box, and let the Robo place them (not fond of this idea though because it's removing robo-bunny interaction)
Perhaps increasing the usability of mines will increase how often people use ! Signs, but in the case that it doesn't, I've got some ideas for changes to the ! Sign too. You could turn it into a:
Placing this item gives the Robo an inset showing everything infront of the camera. This doesn't necessarily have to be fully realtime, it could perhaps take an image every 5 seconds (with a flashing red light when it does)
The issue I see with this is increased cpu requirements if it's a real time feed, and a limit to how many are placeable either way, lest your whole screen be filled with feeds
Has a dotted line encircling the sensor visible by the robo, and the sensor starts beeping wildly or drops an alert indicator on itself when a bunny moves into its detection range)
Takes the form of a rotating radar dish. This are essentially mini "radars". The scannar rotates, and whenever it detects a bunny both in its line of sight and within its radius of effect, it displays an exclamation mark at the bunny's location visible to only the robo. This differs from the proximity sensor in the way that it's possible to bypass it, but if you fail to, your exact location is pointed out, rather than just a general area.