Author Topic: Decoy's for large ships  (Read 2531 times)

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Offline markc

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Decoy's for large ships
« on: July 28, 2008, 12:45:57 AM »
 How much mass and volume do you think a decoy of a large ship would need to be to fool other starships? Or do you think it would not be feasable to have a decoy emmit enough false data to be mistaken for a much larger starship?

MDC
Bacon Law: A book so good all PC's need to be recreated.
Rule #0: A GM has the right to change any rule in a book to fit their game.
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Offline Balhirath

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Re: Decoy's for large ships
« Reply #1 on: July 28, 2008, 09:40:35 AM »
Number two :)
If you can control gravity on the space ships, you can also simulate mass by using a gravity generator. Just remember it would take a lot of power, so they should either carry their own generator, which would limit the time of use OR they could get feed from the 'mothership' in which case the range are limited, but the time of use should be a lot better. :)
Hmmm The Honnor Harrington saga by David Weber have quite a few usefull tricks like that .. and I suppose that you have already read it *grin* Most people interested in Sci-Fi have :)
I'm new here, but have played RM2 on and off for 20 years. :)

Offline markc

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Re: Decoy's for large ships
« Reply #2 on: July 28, 2008, 06:29:27 PM »
 Yes I have and the HH series is very goof IMO.

 I was thinking about the movie Wing Commander as well as some other series that use decoy ships to foll the enemy. I have also thought about making small area jamming ships to make space combat much more difficult than I see you and now we maneuver into fireing range and pound on one another.

MDC
Bacon Law: A book so good all PC's need to be recreated.
Rule #0: A GM has the right to change any rule in a book to fit their game.
Role Play not Roll Play.
Use a System to tell the story do not let the system play you.

Offline Oldgrue

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Re: Decoy's for large ships
« Reply #3 on: July 30, 2008, 09:16:00 AM »
The first thing I'd ask is how your game world's sensors actually work.

Detecting mass is pretty sophisticated, but reading the results of an energy emission is pretty simple.  Having a reactor expel a plume of energy or broadcast just generic EM noise of an equivalent ship shouldn't be too hard.  I would suggest it be limited by time and obviously not fool the naked eye.  I'd suggest them being one-shot and have a limited duration...say 10 minutes.

As for volume, I'd use the following rules of thumb for sizes
Battleship: Diesel train engine
Crusier:box truck or large van
frigate: large refrigerator
Fighter: 2-3 large portable ice chests



Offline Oldgrue

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Re: Decoy's for large ships
« Reply #4 on: July 30, 2008, 09:19:20 AM »
Once you have control of gravity, it could be potentially weaponized.  Small 'warheads' if you were that emit a pulse of low gravity knocing enemy weapons off target.  It all depends on the technology available.