Bay launched decoys

Instead of only having fighters in launch bays, have a module that allows you to launch a sophisticated decoy.

The decoy would have an unlimited life, (like a fighter) until destroyed.
It would duplicate the emissions of the ship that launched it.
It would automatically kick out chaff and flares as decoys away from the decoys themselves.
It would emit a high level of ECM jamming, potentially causing seeking weapons to lose their target and sensors to lose their locks. The longer in play, the more likely this will happen.
The ECM would be strong enough to jam weapons of friends and foes alike -- range from the decoy would be the deciding factor of how severe the jamming would be.
Decoy could be given a Target. It would try to stay within optimum range of that target, and evade that target if it came closer.
It can sense mines and maneuver to avoid them.
If the target moves out of the sensor range of the launching ship, it goes inert.
It would be shielded and have hull along the lines of a fighter.
It could be in addition to a fighter bay, or instead of a fighter bay.
Decoys are expensive as fighters, and not easily recovered, but are recoverable with cargo scooping.
Bay sizes and capacities match fighters.
There is a time to generate a rebuild and launch another, just like fighters.
IF you have a double size bay, a second one is available when the first one is destroyed, just like fighters.
It uses the same interface as fighters and ground vehicle launching.
If a target is not designated before firing, the first ship to fire upon the launching ship becomes the target.
Target can be changed, but because of ECM, it may take several tries to designate a new target.
Only one Decoy per launching ship can be in play at any given time. (or maybe not)

This is primarily designed to deal with gankers jumping players who do not want to fight.
It would also be effective against NPCs.
It reduces profitability, but increases survival.
It is not unreasonable.

;'{P~~~
 
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I see a few people looked at this. No comments? Yeah? Nay? Bleh? Yawn? No improvements/tweaks? No why it would not work or be too unbalancing?

Hmmm...

Is this some sort of Taboo subject I was not aware of???

;'{P~~~
 
The idea is dumb, and nobody wants to engage just in case it leads to more silly nonsense, beyond what we usually see on the forums.

Sorry, OP.

If you’re having trouble with a ship build or something, feel free to ask questions. I’ll be happy to help you survive NPCs and gankers alike, using only what Fdev has already given us to work with.
 
Op: maybe I'm missing something, but I can't see the point. As long as I can see you, I'm not going to fall for a decoy. Also, gimballed and turreted weapons can be made into fixed by untargeting the enemy.
 
Does all this stuff fit into a fighter? What would be the cost of such a fighter? To copy your ship it would also have to copy the speed and (low) maneuverability making it easier to hit and thus very short-lived.
 
OP, a decoy wouldn't work in this game. Probably 95% of all combat is within close visual range, you can clearly see your target. So unless your decoy can magically increase in size to match your 'host' vehicle, anyone attack you will immediately know which ship to attack - hint, it will be the big one that looks like a ship.

Decoys only work when the attacker is reliant upon the attacking force only sensors and instruments for identification.
 
Not all combat is close range. Torpedoes and Missiles, even fired in direct mode, can be defeated by such a decoy, since they would likely pass very close to it, or launch from within its effective range. I have no problem dealing with NPCs, but thanks for the offer Cknarf. It might help Newbies deal with NPCs, but I am good in that respect.

No, this would NOT effect direct fire weapons to a great degree, as I conceive of it, but that is giving something to this fantasy realm that is not exactly real.

However, it WOULD effect seeking weapons. Chaff, Flares and Decoys are used in the ECM/ECCM environment today in real world, to great effect. Only extremely sophisticated guidance systems can distinguish between the real target and the bait. It is a constant battle in upgrades in technology. Once a certain model is defeated, or at least partially so, the next generation shows up, as long as the R&D is being done to do so before it is needed.

Although most of us think "line of sight" and "fixed forward" as point at where the target is now and shoot, real world aerial combat relies upon sensors giving the pilot "tone" and "hard lock" to KNOW when their weapons are pointing the exact right direction when they pull the trigger. Targets need lead, unless flying direct line from you or towards you. Sometimes you can be close and get lucky. Some extremely good pilots can do a modern equivalent of "Kentucky Windage" and not rely upon the sensors as much, and even outdo them when their hunches about where their target is going to break to next in the dance of jinking to evade fire. Everyone wants to think they are that good. Very few really are.

I was an avionics tech in the Air Force for 33 years. I think I know what I am talking about.

A decoy does not have to have the mass of the target to be effective. Sorry, but that is not the real world case, so I don't see why it should HAVE to be the case in a fantasy world, such as this is...

SenseiMatty, you are probably right. But I still make suggestions. And feedback, even disagreeable feedback, is useful, at least in my book...

Thanks for engaging me, guys and gals!

;'{P~~~
 
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Berpol -- in short, no. It is not a fighter. It is an automated decoy much more sophisticated than what we make now in the real world. For a ship of any size, one about the size of a fighter would do. In reality, for smaller ships, one the size of a missle or torpedo would do.

However, your comments dredged up some old memories...

I worked briefly with this. I have the patches at the top of the page.

I worked with the 95th Fighter Interceptor Training Squadron. I have that patch as well.

Ah, memories, memories...

LOL!!!

(since all of this is on wikipedia and the web in general, I don't think it is classified anymore, so don't bother railing on me about that...)

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That's because the human eye is remarkably easy to fool over a distance of many kilometers. Once you get over a certain distance two identical but different sized obejcts can't be differentiated unless some sort of scale is produced. The picture you are looking at is showing the quail and the bomber next to each other so it's easy to tell which is which, if there was no scale next to the quail, ie the B52, then at that distance you would have no way to tell how large the Quail was or how far away it was. This is how decoys operate, by fooling the senses.

I don't see how that is going to work over the combat distances we have in ED.
 
If we could completely stealth our ships it would be good for laying a trap.
If we played the game by sensors alone it could work.
As the game stands now there is really no use for it.
Reminds me of the tactics in the Harrington novels.
 

Lestat

Banned
So the Op wants to eliminate some combat equipment? We have Chaff Launcher to mix up gimble weapons. We have Point Defence Turret to mess up Missle and torpedos. So the question is why do we need Decoy?
 
This could work in PvE where the majority of NPCs use gimballed. However, if a player (even new players) can't evade an interdiction (T9?) in the first place they should already be getting used to the process of submitting and low/high waking before the enemy can do much damage, meaning they'd have no use for decoys. A decoy could be useful when mining, but would a decoy be that much better than heat sink, chaff, point defense combo while boosting out of the danger area?

This wouldn't work in PvP where 'enemies' would most definitely have PP/G5 engineered fixed weapons, with max damage being done at close range so a decoy wouldn't be any use, or where a decoy would simply be ignored even at long-range. Even if the decoy essentially caused a loss of target-lock, the player with the decoy will most surely be in a big ship so would be easily spotted even if running silent. Possibly useful against lesser-experienced gimballed pirates but then we're back to the player should be getting used to getting back to SC or high waking out before the 'enemy' can react from the submission - some would already have a decoy being a wing-mate in a fighter.

I don't think a trader/miner would give up a C5/C6 module space for a decoy.
 
We already have chaff for gimballed/turreted weapons.

We already have point defence for missles/topedos

We already have ECM for missles/torpedos

We already have heatsinks, which do all of the above
 
If it was a small fighter which simply projected the image of your main ship from itself (holo me etc....) And the scanner showed no difference (same hollow square/triangle as the actual ship) and all the information readouts looked identical, this could potentially confuse a player for a short time. Might make them shoot at the decoy a bit. But i think that decoy would need to fail pretty quickly after being hit for this to make any sense.

Kind of like a "mirror image" spell a wizard might cast in DND or something...

Ultimately, I'm not sure this suggestion holds much weight really, I think all the chaff/ECM stuff is a bit over the top too.

Cool thought though.
 
If it was a small fighter which simply projected the image of your main ship from itself (holo me etc....) And the scanner showed no difference (same hollow square/triangle as the actual ship) and all the information readouts looked identical, this could potentially confuse a player for a short time. Might make them shoot at the decoy a bit. But i think that decoy would need to fail pretty quickly after being hit for this to make any sense.

Kind of like a "mirror image" spell a wizard might cast in DND or something...

Ultimately, I'm not sure this suggestion holds much weight really, I think all the chaff/ECM stuff is a bit over the top too.

Cool thought though.

I like your additional concept of holoprojectors. Somewhat like the Romulan remote controlled ship in the Star Trek series "Enterprise" which is something I had not thought of. If it was smaller, but looked just as large, would not the probabilities of it actually being hit go down? You are aiming at what you think is the ship, when really, you are aiming at the projection of the ship. Your fire would pass harmlessly through the projection, and you would have to be really observant to notice that instead of assuming that you had just not done enough damage yet...

Thanks for that!

;'{P~~~
 
Lol. Last couple of times I started mining before they scanned my - they then demanded 1T of painite - which I gave them - and went off happy. Far easier than getting into a battle :)

I am assuming you are talking PvE. I am not really so worried about those guys. They are no sweat to deal with. I want to make "ganking" a really hard sport to pursue. Not impossible mind you, just really, really hard, even against newbies...

;'{P~~~
 
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