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~~~
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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