This suggestion is based on an idea by BeefBacon posted a thread about targetable missiles (and other stuff).
Fighters use chaffs (radar reflecting stuff) and flares (heat sources) as decoys to distract radar-guided and heat-seeking missiles. This could be implemented into the game as countermeasure blocks. If a decoy has the same signature as the ship there's a 50:50 chance the missile will hit the decoy instead of the ship. Since bigger ships naturally have a bigger radar profile and stronger heat emissions they also need bigger decoys. The highlight of this suggestion is the formula:
DecoySize = X * NumberOfCMBlocks^Y ;with 0 < Y < 1
DecoySize must match the ship's size to gain the best effect, too big is as bad as too small. X should be pretty big, 1000 for example. This way a fighter consisting of 1000 blocks needs exactly one countermeasure block for optimal protection, which is a negligible burden. Of course there must be a tolerance so much that the optimal effect can always be achieved. If the difference between the optimal block count (a fractional number) and the actual block count (an integer) is <= 0.5 the effect is assumed to be optimal.
Optional: Smaller X versus heat seeking missiles, but DecoySize must only match the number of thruster blocks.
With X = 1000 and Y = 0.5, for instance, a ship with 100 000 blocks would need 10 000 countermeasure blocks, which is pretty unreasonable. Thus countermeasures are only viable for small ships, giving them the buff so many people want.
Using countermeasures could work this way: Each group of countermeasure blocks can store five decoys and replicate them at a reasonable rate (not fast enough to make fighters invincible versus missiles). This way a pilot can decide to use just one decoy for a 50:50 chance to get hit or to use several ones to reduce the chance to one sixth at best, but this comes with the danger of losing protection against further missiles - until the next decoy is replicated (which consumes energy).
The ships sensors should be able to detect missiles, measure their distance and estimate their damage potential to tell the player when to use the decoys and how much. If a missile is very strong it's more important to prevent getting hit and less important to keep reserves since stronger missiles mean more reload time or less missile launchers. The pilot should also be alerted when a missile targets a turret that is docked to the ship, and countermeasures should have the same effect.
If this is too much depending on luck we could say that missiles aim at the center of all radar/heat signatures. The more decoys are used the further away from the ship the missile explodes and the less damage is caused.
Bonus suggestion: Counter-countermeasure weapon modifications. The modified missile is more able to distinguish between its actual target and decoys, reducing the miss chance (or increasing the damage).
Edit: Changed NumberOfBlocks to NumberOfCMBlocks
Fighters use chaffs (radar reflecting stuff) and flares (heat sources) as decoys to distract radar-guided and heat-seeking missiles. This could be implemented into the game as countermeasure blocks. If a decoy has the same signature as the ship there's a 50:50 chance the missile will hit the decoy instead of the ship. Since bigger ships naturally have a bigger radar profile and stronger heat emissions they also need bigger decoys. The highlight of this suggestion is the formula:
DecoySize = X * NumberOfCMBlocks^Y ;with 0 < Y < 1
DecoySize must match the ship's size to gain the best effect, too big is as bad as too small. X should be pretty big, 1000 for example. This way a fighter consisting of 1000 blocks needs exactly one countermeasure block for optimal protection, which is a negligible burden. Of course there must be a tolerance so much that the optimal effect can always be achieved. If the difference between the optimal block count (a fractional number) and the actual block count (an integer) is <= 0.5 the effect is assumed to be optimal.
Optional: Smaller X versus heat seeking missiles, but DecoySize must only match the number of thruster blocks.
With X = 1000 and Y = 0.5, for instance, a ship with 100 000 blocks would need 10 000 countermeasure blocks, which is pretty unreasonable. Thus countermeasures are only viable for small ships, giving them the buff so many people want.
Using countermeasures could work this way: Each group of countermeasure blocks can store five decoys and replicate them at a reasonable rate (not fast enough to make fighters invincible versus missiles). This way a pilot can decide to use just one decoy for a 50:50 chance to get hit or to use several ones to reduce the chance to one sixth at best, but this comes with the danger of losing protection against further missiles - until the next decoy is replicated (which consumes energy).
The ships sensors should be able to detect missiles, measure their distance and estimate their damage potential to tell the player when to use the decoys and how much. If a missile is very strong it's more important to prevent getting hit and less important to keep reserves since stronger missiles mean more reload time or less missile launchers. The pilot should also be alerted when a missile targets a turret that is docked to the ship, and countermeasures should have the same effect.
If this is too much depending on luck we could say that missiles aim at the center of all radar/heat signatures. The more decoys are used the further away from the ship the missile explodes and the less damage is caused.
Bonus suggestion: Counter-countermeasure weapon modifications. The modified missile is more able to distinguish between its actual target and decoys, reducing the miss chance (or increasing the damage).
Edit: Changed NumberOfBlocks to NumberOfCMBlocks
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