The Bobby AI and probably AI controlled ships usually target the closest ship or ship core. Missile salvos were wasting my well shielded turrets, or internal docked ships. The area damage that missiles do are a feature not a bug by the looks. I read though the bug reports and fixes. They are suppose to blast the area and hurt docked entities that aren't completely shielded against that amount of damage. I'm going to do a separate post about how I think the current missile damage system seems to work.
This system is designed to take advantage of the AI targeting and provide temporary way of protecting docked entities on your ship, cheaply. Basically construct decoys that the AI will target rather than your actual turrets or docked ships till they run out.
Design
Put docking ports 20 to 40m away from your hull and attach a ship core. Call the ship cores decoys. If roleplaying there tractored decoys/jammers.
Points
-The AI should/may target them first. Keeping your real turrets/docked ships alive longer.
-Due to being one block size they will be hard to hit. Guns and beams will probably have a hard time.
-Any Missile hit will still do damage to your shields when the blast hits the docking module
-But the blast should be far enough away to not collect your turrets/docked ships. Or do less damage.
-If the decoy is to close to the main ship hull a missile hit there could wipe out the decoy.
-If the missile phases through due to hit detection lag it will orbit the decoy. Maybe close enough to hit you maybe not. Will have the interesting SFX effect like the deflectors in the latest Space Pirate Harlock 3D anime.
-Any decent hit will destroy the decoy. They shouldn't last long.
-Replacing them it's exactly safe, you being a fair distance from the safety of your hull.
-Quite a few of the misses is likely to hit your ship anyway.
-Human pilots can still discriminate between the proper turrets and the decoys.
-Biggest draw back is the massive increase in docking area. Any ship with this installed isn't going to fit in small docking areas.
In the end this is just a temporary way to increase the lifespan of your turrets in combat against AI controlled weapons. Players will just ignore it.
This system is designed to take advantage of the AI targeting and provide temporary way of protecting docked entities on your ship, cheaply. Basically construct decoys that the AI will target rather than your actual turrets or docked ships till they run out.
Design
Put docking ports 20 to 40m away from your hull and attach a ship core. Call the ship cores decoys. If roleplaying there tractored decoys/jammers.
Points
-The AI should/may target them first. Keeping your real turrets/docked ships alive longer.
-Due to being one block size they will be hard to hit. Guns and beams will probably have a hard time.
-Any Missile hit will still do damage to your shields when the blast hits the docking module
-But the blast should be far enough away to not collect your turrets/docked ships. Or do less damage.
-If the decoy is to close to the main ship hull a missile hit there could wipe out the decoy.
-If the missile phases through due to hit detection lag it will orbit the decoy. Maybe close enough to hit you maybe not. Will have the interesting SFX effect like the deflectors in the latest Space Pirate Harlock 3D anime.
-Any decent hit will destroy the decoy. They shouldn't last long.
-Replacing them it's exactly safe, you being a fair distance from the safety of your hull.
-Quite a few of the misses is likely to hit your ship anyway.
-Human pilots can still discriminate between the proper turrets and the decoys.
-Biggest draw back is the massive increase in docking area. Any ship with this installed isn't going to fit in small docking areas.
In the end this is just a temporary way to increase the lifespan of your turrets in combat against AI controlled weapons. Players will just ignore it.