Flare burst as an additional defensive weapon

So, while Bounty-Hunting i have noticed that when a ship dumps a heat-sink, it (the ship) disappears from radar and looses tracking for a fraction of a second. This reminded me of the thermal flares used by military aircraft.
C-17_Globemaster_flare.jpg
We already have the chaff launcher against active scans and radar signature tracking. However, many weapons and systems use Passive emission tracking (turreted weapons, ship sensors, heat-seeking missiles).

This emission tracking could be disrupted by a Radiation-Flare burst. Additionally to tracking disruption, the flares act as radiation sources which could have interesting effects.


The proposal:

Addition of Radiation-Flares as an active defensive weapon (mounted in a utility slot as the chaff launcher)

Function:
Instead of functioning like the chaff launcher (over-time effect), the RF launcher could have a stationary Area-of-Effect. Deploying the RF Burst could create a gradually expanding volume of multiple radiation sources (like a swarm of fireflies). That means that the cloud would not move with the source ship.

An RF launcher should have a set amount of uses, say 2. Mounting multiple launchers would not increase number of uses but the area of effect. Additionally, it should not be possible to disable individual launchers.

Eventually, flares would slowly burn out and disappear after 15-20 secs.

Effect:
The primary effect of the RF cloud would be sensor interference, obscuring detection of ships in or behind the cloud (ships in cloud would loose detection in all directions), causing ships to appear as they were out of range and unable to be targeted.
The secondary effect is the increase of local radiation. Ships rely on radiators for heat removal, increased ambient radiation can interfere with it. Ships inside the cloud would suffer effects similar to flying close to stars (i.e. easier overheating)

Results:
fooling seeker missiles to change target if RF cloud gets between target and missile.
turrets loosing tack of obscured targets
firing weapons within the cloud causes overheating
etc.

obviously cloud size, lifetime and effect magnitudes would all need balancing
 
Pretty interesting, but I'm feeling that the running away in ED right now is too easy. I think we need more offensive modules, but, nice idea! +1
 
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Don't heat sinks already mess with heat seekers?

havent tried that yet. they could be, but would be a one off. meaning one heat-sink for rockets in flight, but no effect on the next one.

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also, i just realized that this could be utilized for interesting tactics and maneuvers in dogfights too
 
Don't heat sinks already mess with heat seekers?
Theoretically, they should.

The ships heat gets stored into the heat sink, which is being dumped.
Any IR seeker should, at that point, lose the actual target (because it is 'cold' now.) and go for the next heat source which would be the heat sink, obviously.

Can someone confirm this works?
I rarely use heat sinks and rather rely on chaffs.
 
if the flares could create ghost images on the radar and have a blinding effect (meaning, that the flares would visually obscure the engine exhaust and dust-trails). it could be used for surprise maneuvers or create an opportunity to safely engage silent running and TRY to sneak away.

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Theoretically, they should.

The ships heat gets stored into the heat sink, which is being dumped.
Any IR seeker should, at that point, lose the actual target (because it is 'cold' now.) and go for the next heat source which would be the heat sink, obviously.

Can someone confirm this works?
I rarely use heat sinks and rather rely on chaffs.

the problem is, that (unless you manage to engage silent running) a second later the ship heats up and the attacker is free to fire another rocket. So you are effectively trading one heat sink for a rocket, that in my opinion is not worth it as the heat sink is too useful.
 
the problem is, that (unless you manage to engage silent running) a second later the ship heats up and the attacker is free to fire another rocket. So you are effectively trading one heat sink for a rocket, that in my opinion is not worth it as the heat sink is too useful.

Good point, I didn't think of that!
It might only be a worst case/last chance counter measure if everything else fails... as long as it works, it's fine with me, their purpose isn't being a counter measure anyways.
 
The two effects i described in OP affect everyone btw, even the owner.

so, even tho they are powerful, you have to plan carefully and time correctly to not screw yourself over.
 
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I was thinking about flares that remain attached to the ship, to fool other pilots into thinking that you are boosting your engines. You flare, they boost past you, you shoot them. But when I was thinking of this, I was playing the Tutorial, where you are placed in close proximity with the prey. That, and I use a TrackIr, so I am maybe looking at the other craft more than non-headtracking pilots would. In the end, it didn't seem like such a hot idea after all, since snipers wouldn't care and a flare would just help them see you better. I'll give OP points for creative thinking, though.
 
I was thinking about flares that remain attached to the ship, to fool other pilots into thinking that you are boosting your engines. You flare, they boost past you, you shoot them. But when I was thinking of this, I was playing the Tutorial, where you are placed in close proximity with the prey. That, and I use a TrackIr, so I am maybe looking at the other craft more than non-headtracking pilots would. In the end, it didn't seem like such a hot idea after all, since snipers wouldn't care and a flare would just help them see you better. I'll give OP points for creative thinking, though.

Well a big cloud of independently moving flares should be blinding and confusing enough to mess with the aim of snipers and help conceal your movements, thats why i suggested a more or less stationary cloud and the effects to affect everyone (depending on location of course), even the ship that fired the flares.

That would ensure that it is balanced and combined with the two effects, provide multiple opportunities and complex tactics. So its not just a single trick pony.
 
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