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Defensive Elements


Eternal

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These are all defensive elements:

 

Give us an Automatic CWIS Element that has their own tracking. Purpose of a CWIS is to counter missile attack. No bullet mechanics, just make it animate and sound like it's doing 5000 rounds/minute. Automatic defense system, not manual. This will be RNG. You will be less likely to be hit with missile attacks. 

 

Also, give us Chaffs/Flares launched from their launcher-Element

When you launched the chaffs, it will create something like this.

Navy_Drill.jpg

missile-attacks locked into you will likely miss by RNG. The chance of missing will be higher than without chaffs/flares. For ships to survive(more survival), they need supplies of chaffs/flares to get hit less often. If they don't chaff/flare, they will get hit more often. From RNG.

 

Give us Electronic Warfare Elements. Let me break it down (ignore "Electronic Protection [EP]", we don't need that one).

three-components-of-ew-n.jpg

We only need an ECM-Element which is basically a Jammer. It uses Electromagnetic Wave/Energy to jam potential tracking system(a Radar).

fig4k1.gif

And an ESM-Element. An ESM detects present Electromagnetic Wave/Energy(coming from an ECM ofcourse) and when you detect such presence, you will coordinate it to your team to neutralize it(an airstrike perhaps).

banner14.jpg

 

there are 3 types to Electronic Warfare, we only need the 2: A Jammer and a Jammer-detector.

 

And ofcourse, for these defensive systems to work, they need to detect an incoming threat first. If they don't detect an incoming threat, how do you expect them to react/respond? That's the job of a Radar. If a radar detects an incoming missile, the ship will chaff automatically, CWIS will know ahead that there is an incoming missile, and maybe ECM can turn on to jam it. 

 

This is how it's gonna work. 

A missile needs a signature for it to track it's target. They will need either a radar or heat-signature. Heat-signature(infrared homing missiles) will be the short range(you have to be close to lock it, it has to detect heat-signature). Radar(active radar homing missiles equipped with their own radar transceiver to receive information from the tracking radar) will be the longer range. 

You will counter infrared homing missiles with chaffs/flares.

You will counter ARH missiles(active radar homing missiles) with ECM.

All will be RNG. this will work in lock-and-fire tab-targetting combat system that we have. 

 

last resort will be the closed-in-weapon-system (CWIS), meaning if it get's really close. 

 

You can also manually operate ECM. The counter-measure to that will be the ESM. ECM jams Radars, ESM detects ECM(it doesn't detect it's location, it detects that there is a presence of Electromagnetic Wave/Energy. Obviously that means there is an active Jammer nearby). Take that ECM out with airstrike or whatever so your radar can work. If your radar works, then your tracking system works. You then can lock ARH missiles to detected-targets within the range of your radar. If there is an ECM jaming your radar, then you cannot track and if you cannot track, you cannot defend yourself(your defensive systems will obviously not work). You will not know that there is an ECM jaming your radar unless you use an ESM-system to tell you such. If there is, you must neutralize that ECM(to reactivate your radar), use your ECM on manual, spam the chaffs on manual, and flee (if you cant win).

 

You see, this game will employ strategy and tactics that blends with it's combat-system. Not everything will be a close quarter fight. It will also be range(something you cannot see but detected within range).

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In most games, the requirements of "balance" outweigh everything.

 

For instance, you can't have an anti-missile system that is 90% effective, even if those do exist in RL. Players will simply stop using missiles, because their DPS will be judged to be "useless". There's no point in designing a weapon system in the game that nobody will use.

 

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