"Spoofing" of missiles
Posted: 26 Jul 2005, 02:23
I had an idea whilst looking at some of the WD pictures. Would it add anything to allow missiles to be "spoofed" with chaff/flares? Here's what I'm thinking:
-Each missile-type weapon (one that is guided to target and 100% accurate) would have a tag defining its miss probability. (For TA, this would be 0%).
-Each unit would have the option of having a tag defining the probability to "spoof" a missile-type weapon. This would be a percentage that would be added to the miss probability of missile weapon targeting that unit.
-There is a function that, once every oh so often (half second? full second?) generates a random number from 1 to 100 and if that number is equal to or less than the modified miss probability, the missile continues to fly straight without hitting its target (goes under it), and explodes at its maximum range.
-If the unit creator desires, a custom animation-ish thing (decal?) would be created just behind the unit's current position - perhaps a smoke puff for chaff and a glowy-looking thing for a flare - this is pure cosmetics though.
What would this add? Well, for one, as air units become increasingly advanced they can evade less advanced missile. It also allows for Stealth (note capitals), where missiles have a tough time targeting a Stealth target (is this already in for stealth fighters etc?)... the drawback is that it may be too "micro" for a game of such scale.
This doesn't seem like it would be too tough to do: something that a programmer of my caliber (i.e. a terrible one) might be able to implement, given a point in the right direction as to a free C++ compiler that will handle the Spring code and where to find the relevant sections of code.
-Each missile-type weapon (one that is guided to target and 100% accurate) would have a tag defining its miss probability. (For TA, this would be 0%).
-Each unit would have the option of having a tag defining the probability to "spoof" a missile-type weapon. This would be a percentage that would be added to the miss probability of missile weapon targeting that unit.
-There is a function that, once every oh so often (half second? full second?) generates a random number from 1 to 100 and if that number is equal to or less than the modified miss probability, the missile continues to fly straight without hitting its target (goes under it), and explodes at its maximum range.
-If the unit creator desires, a custom animation-ish thing (decal?) would be created just behind the unit's current position - perhaps a smoke puff for chaff and a glowy-looking thing for a flare - this is pure cosmetics though.
What would this add? Well, for one, as air units become increasingly advanced they can evade less advanced missile. It also allows for Stealth (note capitals), where missiles have a tough time targeting a Stealth target (is this already in for stealth fighters etc?)... the drawback is that it may be too "micro" for a game of such scale.
This doesn't seem like it would be too tough to do: something that a programmer of my caliber (i.e. a terrible one) might be able to implement, given a point in the right direction as to a free C++ compiler that will handle the Spring code and where to find the relevant sections of code.