How to Defeat Decoys
Posted: Fri Jun 03, 2016 2:09 am
After doing a bit of testing, I discovered a curious phenomena when using TIALD (of any flavor) against a ship. Setting weapons to "TIGHT" keeps the target ship from launching a single missile or firing a single round at decoys. At first I was really puzzled by this strange behavior, so I started switching sides to see what the target was seeing.
It seems that a decoy is always "yellow" and is never marked as hostile by the AI - and since yellow means an "unknown" it isn't classified as a threat under weapons TIGHT or better. The very same target perfectly picks out the real threats and marks them "hostile" and starts firing, letting all the decoys pass in perfect safety under weapons TIGHT. I have no idea how CMANO determines a real threat from a decoy that mimics a real threat with great fidelity, but it does.
I think, were I programming CMANO, I'd take a closer look at this. In the real world, the whole idea behind decoys is that the target cannot decide which is a real threat and which is not, and is faced with a Hobson's Choice of shooting or risking destruction. Decoys render "WEAPONS TIGHT" suicide in the real world. It shouldn't be too much of a programming issue since decoys are designed to imitate a real weapon for sensors - even down to the Mk-1 eyeball.
Edit: I should add that firing decoys is, in and of itself, a hostile act since nobody just shoots off a couple million bucks worth of exotic decoys just to watch the fireworks.
It seems that a decoy is always "yellow" and is never marked as hostile by the AI - and since yellow means an "unknown" it isn't classified as a threat under weapons TIGHT or better. The very same target perfectly picks out the real threats and marks them "hostile" and starts firing, letting all the decoys pass in perfect safety under weapons TIGHT. I have no idea how CMANO determines a real threat from a decoy that mimics a real threat with great fidelity, but it does.
I think, were I programming CMANO, I'd take a closer look at this. In the real world, the whole idea behind decoys is that the target cannot decide which is a real threat and which is not, and is faced with a Hobson's Choice of shooting or risking destruction. Decoys render "WEAPONS TIGHT" suicide in the real world. It shouldn't be too much of a programming issue since decoys are designed to imitate a real weapon for sensors - even down to the Mk-1 eyeball.
Edit: I should add that firing decoys is, in and of itself, a hostile act since nobody just shoots off a couple million bucks worth of exotic decoys just to watch the fireworks.