San
Elite
- Joined
- Aug 5, 2007
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- That freaking cold place (in RL)
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- Avatar Name
- Sandal San Tolk
Decoy dispensers for vehicles!
Time to up the ante for pirates with decoy dispensers mounting to the vehicle's main weapon attachment point. So you get to decide whether to equip your Quad/Sleip for attack or defense. This way hunters will continue to face the risk, while mere travelers may opt to reduce theirs for a little price.
I see the way decoys would work in space like this:
A decoy does not completely take away the risk of getting hit, just attracts an equal share of the chance. There would be a series of decoy dispensers for increasing skill levels. The lowest releases 1 decoy, thereby reducing the chance to get hit by an attacker to 50%. Higher level dispensers can release 3, 5, 7, 9 decoys at once, thus reducing the chance for the ship of getting hit accordingly.
Once released, the decoys stay nearby the ship and are effective for the same amount of time they already work in game (not sure, I never used one). To the attacker from the distance, the two (or more) targets become indistinguishable and will get chosen randomly for the incoming hit. If a decoy gets hit, of course it is destroyed instantly.
A sensible reload rate for the dispenser has to be worked out, so that the lowest one might not be sufficient for successfully defending a Sleipnir from an attacking Quad, but a 5er might do. On the other hand, the more decoys are released by the defender, the more this may raise suspicion in the attacker that loot is carried and it's worth continuing. So it remains exciting.
Time to up the ante for pirates with decoy dispensers mounting to the vehicle's main weapon attachment point. So you get to decide whether to equip your Quad/Sleip for attack or defense. This way hunters will continue to face the risk, while mere travelers may opt to reduce theirs for a little price.
I see the way decoys would work in space like this:
A decoy does not completely take away the risk of getting hit, just attracts an equal share of the chance. There would be a series of decoy dispensers for increasing skill levels. The lowest releases 1 decoy, thereby reducing the chance to get hit by an attacker to 50%. Higher level dispensers can release 3, 5, 7, 9 decoys at once, thus reducing the chance for the ship of getting hit accordingly.
Once released, the decoys stay nearby the ship and are effective for the same amount of time they already work in game (not sure, I never used one). To the attacker from the distance, the two (or more) targets become indistinguishable and will get chosen randomly for the incoming hit. If a decoy gets hit, of course it is destroyed instantly.
A sensible reload rate for the dispenser has to be worked out, so that the lowest one might not be sufficient for successfully defending a Sleipnir from an attacking Quad, but a 5er might do. On the other hand, the more decoys are released by the defender, the more this may raise suspicion in the attacker that loot is carried and it's worth continuing. So it remains exciting.
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