Open ExodistSKY1 opened 4 years ago
This is especially important when missiles will pass through shields. Small ships need defense just the same as large ships and I think it would be silly if you had to put small point defense turrets on a small fighter. Don't want the inevitable tracking missiles becoming too over powered.
Instrument A could work really well for the Chaff model!
Okay thanks for this interesting suggestion, indeed some sort of counter measure will be needed once I add back missiles! I keep it warm for when I work on this ;) . Cheers!
My idea is each chaff launch would attract a set amount of missiles during its allotted time.
ALLOTTED TIME PER CHAFF: -launch chaff -.5 seconds to take affect -lasts for 2 seconds -If missile was not destroyed it will continue towards intended target
CHARGES/AMMO PER CHAFF SYSTEM (Brick): Chaff system if implemented should have a set amount of charges/ammo and then to rearm you would need to re-dock with the carrier or shipyard/station of which the time frame it takes to rearm would depend on how many charges you dispensed. (Re-arming could be used with other weapon systems to?)
POWER/BALANCING TO NOT MAKE OP: With each consecutive launch the power required to fire is doubled... making at most 6 (I am just throwing a number in here) launches possible before your power system stalls and the pursuer having free reign while your systems take the time to reboot
STOPPING PLAYERS FROM CHEATING THE SYSTEM: If you placed another launcher mid combat or within the time limit, it would not matter as that new launcher does not have any charges as it has not been in a docking bay to arm/re-arm yet. (This would stop players from trying to spam the Chaff brick to get an advantage)
BENEFITS OF THE CHAFF AND RE-ARMING SYSTEM: