S-Mines are fine, the signs compensate for their potential effectiveness nicely. If they suffer comparably to the generalist mines, nerf the generalist mines, S-Mines are at a good power level. If I wanted anything for S-Mines, it would be:
1) The ability to set up segments one at a time to cut off longer areas - players are currently capable of doing so any by creating some segments and then canceling the rest of the order to start again, but that's cumbersome and unintuitive. I would gladly take this for a cost increase of 5 per segments.
2) Being able to set up the sign posts for free without the mines. MIND GAEMSSSS. And then you can plant a Teller mine in it for the expected vehicle that run over and destroy the "minefield".
Just make them invisible? Pffffff, where's the fun in that?
I was under the belief seniors are the kind of person to get away with swearing profusely because no one will tell a senior off
It is a great idea but I have some cut for them.
1. It would be great to build only one sector but on the other hand 5 more means they cost same as soviet light mines while still having signs and being randomly dropped. Maybe one sector for 20 as aditional ability pios and volks have while keeping old one where it is with 60 muni cost? That way you would use the new one if you dont have 60 muni credit or dont want to micro manage construction, but you could also use old one if you want it cheap.
2. Signs are great idea but they should also have some slight muni cost, like 5, maybe even 10 muni and noticable build time. Otherwise high level ost games would change into sign spamfest and playing allies would change into roulette. It would be also good if they were locked under BP1 or even further, signs, not mines ofc. Why? Because before that, allied player may not even have 30 muni for the sweeper, not to mention brits need to tech to even get their sappers.