Forums » Suggestions
Decoy flare/mine
A "Decoy flare/mine" is either a flare type or mine type that attracts the seeking missiles of an enemy.
This will occupy a turret or slot and of course incur the disadvantages of mounting one or more.
The weapon should be purely defensive (think fighter jet flares) and have enough life to accept an impact from one or more seeking type missiles. Balance can me managed using the "rate of fire" vs "armor of the object". Perhaps it is reasonable that a single such projectile/object could absorb the damage done by a single volley of a cap swarm (if we are talking turret mounted). Effectively meaning you are nuetralizing an enemy capswarm turret per decoy turret mounted... I think that is potentially a good balance, where you are sacrificing offensive capability for defensive capability at an equal rate.
It seems to me that mine type functionality is a better fit though I don't know what the code looks like behind the scenes. Say you launch a decoy and any or some of seeking missiles that are targeting you (and already in flight) will change targets to the decoy.
I would say also add the logic that the decoy is expended once all effected missiles are expended. This would allow you to prevent misuse by mass mine fields... or if you just think it would be cool.. give it a timer and actually allow for this entirely.
This will occupy a turret or slot and of course incur the disadvantages of mounting one or more.
The weapon should be purely defensive (think fighter jet flares) and have enough life to accept an impact from one or more seeking type missiles. Balance can me managed using the "rate of fire" vs "armor of the object". Perhaps it is reasonable that a single such projectile/object could absorb the damage done by a single volley of a cap swarm (if we are talking turret mounted). Effectively meaning you are nuetralizing an enemy capswarm turret per decoy turret mounted... I think that is potentially a good balance, where you are sacrificing offensive capability for defensive capability at an equal rate.
It seems to me that mine type functionality is a better fit though I don't know what the code looks like behind the scenes. Say you launch a decoy and any or some of seeking missiles that are targeting you (and already in flight) will change targets to the decoy.
I would say also add the logic that the decoy is expended once all effected missiles are expended. This would allow you to prevent misuse by mass mine fields... or if you just think it would be cool.. give it a timer and actually allow for this entirely.
I still think this is missing from the game... would balance a lot of going on about seeking missiles being too strong or whatever.