The first thing I thought of when I read Sensor mines was something along the motion sensor grenades from Battlefield Bad Company 2. (Throw like a grenade, wherever they land they act as a motion sensor for a small radius surrounding the device)
It seems like Zinc's idea is more like a proximity mine that does damage when tripped.
And then I got to thinking... there isn't a motion tracker in A:RL.
I imagine thought was put into this previously. It seems difficult to think of a good way to implement a motion tracking mechanic in a way that meshes well with a turn-based roguelike.
I think it would be useful as a piece of equipment that could be scavenged, perhaps with modules or upgrades that could increase/augment it's effectiveness. Range, angle of scan, accuracy of scan, size of enemy... maybe even a HUD augment that permanently applies the motion tracking to your vision?
A base unit could be helpful in the lowlight areas.. maybe traversing one without a tracker could be extremely dangerous.
Granted, this largely depends on:
how much the aliens themselves are moving (A motion tracker shouldn't show you the location of a static enemy, waiting to ambush); this might mean establishing more patrol paths and incorporating more movement in general
how the tracker would be implemented/displayed (use 1.0 sec to aim, scan, read an area? Separate UI for scanner? Put the red motion dots onto the map, a la int2? Isn't this all quite complicated?)
and usefulness in the current style of the game. Right now, you don't really need a motion tracker because you can put points into perception (and increase your sight distance). If you rely on that and sound queues, a motion tracker would just be icing on the cake.
However, considering how iconic it is in the source material, it seems like it's worth taking a stab at. I really dig AliensRL (managed to actually win a game in the latest version) and I'd love to see it expanded further.
And I like the idea of proximity mines too. As long as the player can trip them too. :)