Decoy Drones

Was just reading one of the "Honor Harrington" books and thought of a trick that I can't use myself (it doesn't fit into the TC I've been slowly labouring on).

To wit; small "cheap" ships with no real armor or weapons that look and act like capitol ships. At the most primitive, these are basically shuttles given a mass profile that makes them show up on the radar as massive hostiles. At the more cunning, they actually have the graphic of powerful warships of the same fleet (in the interest of fairness, the latter might have the betraying mass signature of the shuttle/fighter they really are).

These are also useful for the player; kept in fighter bays designed for this weapon, these economical ships will harrass the enemy and draw much of their fire off the real fighters and the player ship itself. Remember, their offensive capability is nill. But the enemy won't know that, and will waste ammunition dealing with them!

Come to think of it, you could also create "missile pods" of extra-slow fighters with long-range missile armnament. Roll out the fighters and hold them out of the fight until you've designated a target for them...then everything will launch more-or-less at once in a missile wave that will hopefully swamp their point-defence measures.

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"I know the stranger's name."
Turandot

Would the AI go for the bigger ships or only you?

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Quote

Originally posted by Commander Arashi:
**Was just reading one of the "Honor Harrington" books and thought of a trick that I can't use myself (it doesn't fit into the TC I've been slowly labouring on).

To wit; small "cheap" ships with no real armor or weapons that look and act like capitol ships. At the most primitive, these are basically shuttles given a mass profile that makes them show up on the radar as massive hostiles. At the more cunning, they actually have the graphic of powerful warships of the same fleet (in the interest of fairness, the latter might have the betraying mass signature of the shuttle/fighter they really are).

These are also useful for the player; kept in fighter bays designed for this weapon, these economical ships will harrass the enemy and draw much of their fire off the real fighters and the player ship itself. Remember, their offensive capability is nill. But the enemy won't know that, and will waste ammunition dealing with them!

Come to think of it, you could also create "missile pods" of extra-slow fighters with long-range missile armnament. Roll out the fighters and hold them out of the fight until you've designated a target for them...then everything will launch more-or-less at once in a missile wave that will hopefully swamp their point-defence measures.

**

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Decoys seems to be something not sufficiently dabbled in. One could also give the decoys decoy armorments which make it act like the original as well. Possibly even do a little damage but mainly just look real. I just might use this idea... thanks.

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Quote

Originally posted by Commander Arashi:
**Was just reading one of the "Honor Harrington" books and thought of a trick that I can't use myself (it doesn't fit into the TC I've been slowly labouring on).

To wit; small "cheap" ships with no real armor or weapons that look and act like capitol ships. At the most primitive, these are basically shuttles given a mass profile that makes them show up on the radar as massive hostiles. At the more cunning, they actually have the graphic of powerful warships of the same fleet (in the interest of fairness, the latter might have the betraying mass signature of the shuttle/fighter they really are).

These are also useful for the player; kept in fighter bays designed for this weapon, these economical ships will harrass the enemy and draw much of their fire off the real fighters and the player ship itself. Remember, their offensive capability is nill. But the enemy won't know that, and will waste ammunition dealing with them!**

I don't believe that would work (I haven't tried it, but...) because if an enemy decides he's going to attack you, he'll only go after you. This trick would work against you because you're human, but AI's aren't fooled by that. Nova doesn't have decoy flares, so you really can't create anything of the sort.

**

Quote

Come to think of it, you could also create "missile pods" of extra-slow fighters with long-range missile armnament. Roll out the fighters and hold them out of the fight until you've designated a target for them...then everything will launch more-or-less at once in a missile wave that will hopefully swamp their point-defence measures.

**

Quote

Originally posted by what_is_the_matrix:
**Seems a bit pointless with Nova's submunitions feature. Just make a guided missile launcher that fires multiple missiles with extremely low speed and a longish count, and then it destroys itself, firing 10 (or however many you want) missiles.

Matrix

**

Or just make one really big missile...but that misses the point, which is to do something in a different and possibly interesting way. I am not sure you could keep your "pods" from shooting off their missiles the moment they launched, however; a much more fatal flaw.

I believe you are right about the player using decoys...the only possible exception is to decoy point defence weapons away from one's own fighters, as those weapons are the only ones the enemy will definately fire in directions other than the player's own ship.

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"I know the stranger's name."
Turandot

Quote

Originally posted by Commander Arashi:
Or just make one really big missile...but that misses the point, which is to do something in a different and possibly interesting way. I am not sure you could keep your "pods" from shooting off their missiles the moment they launched, however; a much more fatal flaw.

What "much more fatal flaw?" I might just be misinterpreting your sentence, but it sounds to me like you cut off in the middle of a thought. Anyway, having fighters that could fire missiles would work, kinda, but then they'd act as if they've got minds of their own. I'm not sure you'd want that. I think that submunitions would be better. The point of them are to have a single warhead the splits into multiple warheads (after a specific period of time). I don't know if you can make these new warheads track your original target, but as I said, I haven't tested it yet.

Matrix

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"Nothing is fool-proof to a sufficiently talented fool."

Actually, fighters generally don't start attacking as soon as they're launched, they wait on your word. The missile idea would be good. I'v seen a variation in Polycon, where I always put an Osiris bay on my ship once I get to a Tydirum. They're out, and I hit 'f,' and they all start firing missile volleys at once, each with a VERY loud combined sound. Each volley, therefore, has 8 missiles in it (I always max fighter bays out), and anything I point them at takes damage VERY quickly.

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A very unique idea.

I was about to post a topic suggesting someone make an Honor Harrington plug, when I decided to read this one first(don't tell me to make it myself, I've got enough on my plate). What, with the laser heads and the laser clusters and the anti-missile missiles and the nuclear heads and...and...

Well, you have to admit, it would look really cool to have several ships of the wall face off.

I, personally, would deal with Missile Pods as fighters. This pushes up your ships in-system, but it is more realistic. Pods can be destroyed by grazers, lazers, PD, or missiles. They can be retrieved and refilled(but that takes a bit more time than retrieving and launching a fighter).

Hrm, may have to be my next project once we finish SWN. That is, if someone else doesn't get there first.

(/excited babble)

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Quote

Originally posted by Admiral Benden:
**A very unique idea.

I was about to post a topic suggesting someone make an Honor Harrington plug, when I decided to read this one first(don't tell me to make it myself, I've got enough on my plate). What, with the laser heads and the laser clusters and the anti-missile missiles and the nuclear heads and...and...

Well, you have to admit, it would look really cool to have several ships of the wall face off.

I, personally, would deal with Missile Pods as fighters. This pushes up your ships in-system, but it is more realistic. Pods can be destroyed by grazers, lazers, PD, or missiles. They can be retrieved and refilled(but that takes a bit more time than retrieving and launching a fighter).

Hrm, may have to be my next project once we finish SWN. That is, if someone else doesn't get there first.

(/excited babble)

**

Okay, how about this:
Submunitioned pods are the prototype pods that they used at 4 Yeltzin, the ones that weren't retrievable.

Fighter pods are the ones that can be reloaded.

Matrix

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"Nothing is fool-proof to a sufficiently talented fool."

That works.

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