Important edit: I meant to say not works. Sorry everyone for getting hopes up. I get the point of keeping it at theory though, to prevent people's typo's from ruining stuff.
The proximity mines require the player to nearly on top of it. It's proximity is less than the trip mine.
I've recently had the opportunity to see landmines in action first hand and I have to agree with you. However they make great buttons when you phase them into a wall so only their red button piece protrudes. This what the player has to merely touch the button to activate the switch behind the wall. Very aesthetic too. PS - I added a new tech; Propulsion Tech
What about Ferret Gun Tech? A gun where something like a crate is being pushed by a mancannon and is stuck from flying out only by a turret's legs. One the turret is ripped off, the crate flies out.
I never learned out to make switches. I didn't even learn how to interlock until about 4 or 5 months ago. It really took my maps to new heights though.
Wire tech works except its more like wireless tech, RB Tech Works, Proximity tecch works but its more like the previously mentioned wireless tech, magnetism works and is great for timers, Propulsion Tech works ok and I'm in the process of testing the others Ps. I thought this was to good a thread to just let die.
If you guys go to this forum. http://www.forgehub.com/forum/reach-aesthetic-maps/107578-switch-door-close-switch.html#post1264704 I recently made a working switch in Reach that closes a door. More info on the actual post like how to do it yourself.
I've seen someone use the fuse tech before in Reach. It was used in a cannon. The several man cannons make the long part of the cannon to make it "aesthetically pleasing". I found it pretty nice, because of the fact that no one else has thought of that idea.
I wish this would get a sticky. It seems deserving, if it was all proven/corrected, anyway. Or even maybe not.