The pulse/pulse idea would be slower than the pilot, they will be able to hit the station before they get wreaked
Yes, I've been experimenting to see if I can do without the "noise cloud" of solid blocks, but I can't. Although ships don't appear to be able to avoid clipping the trigger net, even at very high speed (plus my high ping on top of that), the logic-fired response to the trigger (activating pulse in this case) is too slow to hit the enemy before he hits the station.
So the noise cloud part of the solution is essential, to slow down incoming ships (unless someone can think of a work-around).
Slowing down the ships is Stage 1, and I've now pretty much got that working well (I'll put an example image below).
Stage 2 is detecting the ship and firing pulse to unlcloak it.
Stage 3 is destroying the uncloaked ship.
Stage 2 works quite well, but as well as uncloaking I'd like to destroy all warhead blocks that are on any (almost) unshielded cloaker pokers or any torpedos that have a single shield capacitor block. Although warheads have 25 HP and no armour, and pulse/pulse does 600 damage, I need around 15-20 (can't remember) modules to break a warhead. Is damage per block capped to 600/number of blocks in AOE?
How much damage do I need to do to guarantee an astronaut with a torch cutter will be killed by pulse?
Stage 3 is a bit difficult for two reasons
A: anti-poker turrets have to be able to shoot down anything in the noise cloud, which will reduce their effectiveness (blocked shots), and also damage the station.
B: Other turrets meant for shooting conventional attackers will either have to be inside the noise cloud (reducing their effectiveness and potentially dropping *huge* amounts of damage into the station) or have their own noise cloud that rotates with them and has an opening for outgoing fire.
A is perhaps not too hard to overcome: multiple barrels and/or explosive effect to ensure that a block in the noise cloud doesn't completely shield a ship from a turret's fire. These anti-poker turrets won't need to do large amounts of damage to destroy ships that can cloak, so shouldn't be a threat to the presumably massive shields of the station.
B is more problematic: the station will have other turrets, to take out anything from fighter drones to titans that attack the station with plain old firepower.
Some of these will potentially do vast amounts of damage, so can't be allowed to shoot the noise cloud (which is part of the station).
So they need to be prevented from shooting at cloaker-pokers exposed in the noise cloud, and they need to be able to shoot their intended targets without hitting the noise cloud.
If they're placed outside the noise cloud they'll need their own noise cloud that rotates with the barrel, which would need a hole for them to shoot through - I guess this would be an open cone out to 30 degrees off the barrel vector? Or is it 15 degrees?
This open firing cone would be a vulnerability that would need to be handled.
A turret barrel can't damage itself with its fire can it?
Does anyone have any answers to my questions, or any relevant thoughts? (Helpful or critical)
10k crystal composite noise cloud in 100^3 volume. Pink borders just for ease of visualisation