I thought you need your little fighters to let your Battleships look badass.
Size difference is like badass².
Why would the build a Death Star,...
Size difference is like badass².
Why would the build a Death Star,...
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It works in atmosphere, but sadly not in space. Decoys and such basically have to be as large as a real starship to properly imitate one*, so at that point you should probably just build two battleships rather than one battleship and one battleship-sized battleship decoy2. Missile guidance isn't infallible. If your missiles search for heat signatures, the enemy might be capable of putting out chaff and heating it to the same temperature as their ship with lasers. If your missiles have radar, then, again, chaff, but the hulls of hostile ships might be coated in a radio-absorbant material, and decoy drones are cheap. If your missiles search for exhaust plumes, the enemy might just have some sfnal reactionless drive. If your missiles use some exotic method of sensing the target, the enemy, as long as they know what your scanner does, can probably come up with some elaborate way to foil it.
our ships in the game will have FTL (even the fighters, otherwise they'd take days to get from planet to planet, much less across a star system)
You can only use FTL between systems not inside a system.
Yes. So....looking at the above discussion, it seems that fighting is sub-light. So....that clarifies some things.
You can only use FTL between systems not inside a system.
It works in atmosphere, but sadly not in space. Decoys and such basically have to be as large as a real starship to properly imitate one*, so at that point you should probably just build two battleships rather than one battleship and one battleship-sized battleship decoy.
I am not sure what that clarifies? i had always figured the fighting would be done at sub-light speed.
I'll just go ahead and quote straight from Atomic Rockets:Why would that change in space ?!
Atomic Rockets said:And to forestall your next question, decoys do not work particularly well either. More specifically, a decoy capable of fooling the enemy would wind up costing almost as much as a full ship.
Just to make sure that we are both on the same page here, I am talking about time frames of weeks to months. Such as found when a task force weeks or months away from their target, attempting to fool the enemey observers into thinking that your are a force of twenty warships, when you are actually a force of one warship and nineteen decoys.
I am not talking about time frames of a few seconds. Such as found when a combat spacecraft, with a hostile heat-seaking missile attempting to fly up its rear, dumps off a couple of decoy thermal flares hoping the missile will be confused.
First off, a decoy needs to emit a similar amount of radiation and heat as the ship it is pretending to be. This means each decoy needs a power source comparable in size to a full ship, the same goes for radiator area.
If the decoy and the real ship thrusts, it becomes worse. The exhaust plume has to be the same, which means both the decoy and the real ship has to have the same thrust. This means the decoy has to have the same mass as a real ship, or it will accelerate faster, thus giving itself away. If you down-rate the decoy's thrust, the dimness of the exhaust plume will give it away.
So if each decoy needs a spaceship sized engine in a spaceship sized hull with a spaceship sized mass isn't much of a decoy. Why not add weapons an make it an actual spaceship?
And you'd better add defenses as well. Otherwise the decoy is nothing more than an unusually expensive, unusually easy to destroy missile.
Isaac Kuo points out that all of this assumes that the decoy and the warship are using rocket propulsion. It does not apply if they are using solar sails, laser light sails, magnsails, or other non-rocket propulsion.
But I repeat: while it is more or less impossible to use decoys to fool distant observers, it may be possible to use something like decoys in a dog-fight to protect your ship from enemy short-range antiship missiles. In the latter case, you are not trying to make a fake image of your ship so much as you are trying to break the target lock the hostile missiles have on your ship's vulnerable posterior.
Dr Schilling said:Problem is, the rate (i.e. velocity) at which the plasma is coming out, manifests itself as a doppler shift in the characteristic emission lines of the plasma. As soon as a dedicated tracking sensor focuses on the target for a second or two, the game is up. If the plasma is coming out fast, it can't help but produce thrust proportional to mass flow rate (manifested as luminosity) times velocity (doppler). If the plasma is coming out slow (or fast but in opposing directions), it will be seen to be coming out slow and thus be recognized as not a real engine.
Conservation of momentum doesn't leave much room to hide thrust, or lack thereof, in a visible exhaust plume. If you know how much exhaust there is and how fast it is moving, you know how much thrust is being produced, period. Thrust estimation by observing plume properties is in fact a common procedure in laboratory testing of plasma thrusters, and while it's no substitute for a direct mechanical thrust measurement it will certainly provide the sort of order-of-magnitude values needed for decoy discrimination.
Ken Burnside said:The final step for most people comes when they say "OK, so it will always be detected. I'll just launch decoys."
Unless your decoy has roughly the same mass of the ship it's duplicating, and the same engine, it'll be easy to discern. If it's lighter, and has the same acceleration, the decoy's engine signature (which is a function of the mass being pushed) will be dimmer. If it's lighter and has the same engine signature, it'll be thrusting a heck of a lot faster.
Your best decoy is to run with commercial traffic. He may be able to ID it as 20 ships pushing 0.005 gs with a drive output of 25 GW each, giving a rough mass of 5,000 tons each, but he'll have some difficulty (until they get closer) telling which ones are the freighters and which ones are the warships...
The article specifically say that it is not about missile deflection but long term deception.I'll just go ahead and quote straight from Atomic Rockets:
If the battle distance gets into the realm of lightseconds this will hardly work.if you can´t fool the ship you will not be able to fool a missile as the ship will fire on the real target and feed the missile with its own data.
SO i think the 2 big questions are 1) do you want carriers and fighters in the game? and 2) if they are in the game do you think they can be balanced?
Also I do not think that the FTL drive will take up space in starships so there is no point in carrying larger ships into other systems so that they can devote more space to weapons.
I assumed we were talking about long range stuff TBH.The article specifically say that it is not about missile deflection but long term deception.
As noted, only at short ranges, short being defined principally by the maximum communication speed between ship and missile, eg the speed of light. If you have FTL comms that work at 1,000c, then you can obviously order your missile about as effectively from 1,000 lightseconds away as someone who has only lightspeed comms ordering their missile about 1 lightsecond away.if you can´t fool the ship you will not be able to fool a missile as the ship will fire on the real target and feed the missile with its own data.
Well, in plain English I can understand why people might refer to chaff etc as decoys.Trying to trick a missile enter in the field of counter-measures, not decoys, those can be made using Eletronic Warfare or point defense systems.
Oh god...Or we can always go battlestar galactica and use phones and eyes to shoot![]()
So long as they're basically a weapon system and balanced*, sure. I don't particularly want to build and micro-manage individual fighters or fighter squadrons, but telling my carriers to do something and having them launch fighters is fine.1) do you want carriers and fighters in the game?
Of course they can be. It all comes down to numbers at the end.2) if they are in the game do you think they can be balanced?