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Accueil » news » forums » Space Empires V » Space Empires V General

Decoy Suggestion

Image de SirKid
Soumis par SirKid le Lun, 2006-11-06 11:25 Space Empires V General

I would like to see anew ship component, Decoy, added the Tech Tree.
Here is how it would work in my thinking:
1. Decoys are normally small so for ships they would take up 5k space and for Units only 1k space.
2. Decoys are not recoverable after combat.
3. Decoys should use 1, 2 and 3 supply for small, medium and large decoys and zero ordnance. You want to keep them cheap to encourage their use.
4. Decoys in RL mimic a target. For example the simplest decoy is the flare. The flare mimics the heat exhaust of a jet engine. Here is the types of decoys I see becoming available as you research.
a. Small – Fighter Decoy – The Fighter Decoy will look just like a fighter to the enemy and will move toward an enemy ship as if it was going to attack it. Once the fighter decoy reaches the target, it will circle it and attempt to draw fire.
b. Small – Drone/Missile Decoy - The Drone/Missile Decoy will look just like a drone or a missile to the enemy and will move toward an enemy ship as if it was going to attack it. Once the drone reaches the target, it is expended and removed from the map.
c. Small/Medium/Large – Troop Decoy – The Troop Decoy will like just like a Small Troop to the enemy. The Troop Decoy will move towards the enemy as if it is going to attack and will continue to do so until the end of combat or it is destroyed.
d. Medium – Ship Decoy – The Medium Ship Decoy mimics frigate, destroyer, and light cruiser size ships. The Medium Ship Decoy will approach enemy ships as if they are going to attack form optimum range. Now things get tricky because if they come into visual range, the enemy would know they are not real ships. I would put some type of self-destruct trigger that is activated if an enemy ship gets within so many hexes of the decoy.
e. Large – Ship Decoy – The Large Ship Decoy mimics cruisers, battleships, and light dreadnaught size ships. The Large Ship Decoy will approach enemy ships as if they are going to attack form optimum range. I would put some type of self-destruct trigger that is activated if an enemy ship gets within so many hexes of the decoy to simulate the discovery of the decoy.

Notes:
1. The Small decoys should draw PD defensive fire and the Medium and Large decoys should draw heavy fire.
2. Sure the human player should be able to easily see the decoys and can take direct control of the fleet in order to avoid wasting fire, but I see this as realistic, the experienced officers manually overriding the computers onboard the ship.
3. You could have some kind of discovery level based on level of Decoy component compared to the level of the enemy’s ECM component. For example, if they are the same level there is a50% change of discovery. Once a decoy is “discovered”, it is removed from the map.
4. You could use drones to build decoys. So al you have to do is add one more type of drone to the list… Decoy.

I’ve also posted this in the Requested Features thread. So, what do you guys think?

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Image de Isopsyco
Mod Designer

Re: Decoy Suggestion

Soumis par Isopsyco le Lun, 2008-01-07 08:33

You can make decoys from units but units will not be able to deploy them (cargo can't carry cargo rule for SEV). I've done something very similar to what your looking for in the BSG Mod (see thread for download link and details).
I called them countermeasures and I also put in missile units so that countermeasures would be a viable option to research and build.

Countermeasures don't work all the time but they do distract some missiles and directed torpedo attacks away from your heavy capital ships. Considering there are mission configurable missile components (including a nuclear warhead option) your left guessing what the enemy has put into there missiles Smiling

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Re: Decoy Suggestion

Soumis par Lord Shleepy le Lun, 2008-01-07 14:48

You could also create this effect just by changing component costs.
Adjust costs so that hulls and basic operational components (bridge, life support, crew quarters, engines) have negligible cost. That way, if you want to create a decoy (ship, troop, fighter, whatever) you could just make a mostly empty hull and group it with your real forces.

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Image de Isopsyco
Mod Designer

Re: Decoy Suggestion

Soumis par Isopsyco le Lun, 2008-01-07 15:14

Lord Shleepy wrote:
You could also create this effect just by changing component costs. Adjust costs so that hulls and basic operational components (bridge, life support, crew quarters, engines) have negligible cost. That way, if you want to create a decoy (ship, troop, fighter, whatever) you could just make a mostly empty hull and group it with your real forces.
Now that would be a true decoy option! Would fool other players until there sensors finally registered correctly Smiling

Not a bad idea...

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Re: Decoy Suggestion

Soumis par Vince278 le Lun, 2008-01-07 16:11

How about Q ships?

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