Decoy
Decoy | |
---|---|
Category: | Defense |
Function: | distracts AI turrets |
Fits small grid | |
Mass: | 64.2 kg |
PCU: | 50 |
Size: | 1x1x1 |
Time to Build: | 8 sec |
Fits large grid | |
Mass: | 740.0 kg |
PCU: | 50 |
Size: | 1x1x1 |
Time to Build: | 16 sec |
Data Controls: | [edit] [purge] (?) |
The Decoy is a block that attracts fire of automatic AI turrets and lightning to detract damage from other blocks.
Usage
Decoys are always a high-priority target for AI-controlled turrets. When attached to your ship, they get destroyed first and buy you time to protect other functional blocks. Put a conveyored Welder Block next to them to keep them alive longer.
Decoys do not require power to operate, which means you can also drop them mid-flight (for example by releasing a Merge Block) to watch the other party's reaction and to identify where their turrets are located.
What is the Decoy's priority?
A decoy's default priority of being chosen as the target by the AI is ~10x the value of the priority of a single other subsystem, such as a thruster. Additionally, the context in which they appear influences how distracting decoys are:
- the further away the decoy from the attacker, the lower its target priority
- target priority decreases when it's alone and surrounded by many functional blocks.
This means that decoys attract more attention close to the object they are meant to protect. It also means that to protect a large area or a large number of subsystems, you must deploy multiple decoys.
The turret AI makes its decision of what to shoot at (hopefully, the decoy) and simply aims in that direction. Since in SE, projectiles are in no way “guided missiles”, do not expect Rockets to follow a moving decoy. A moving or (alternatingly visible) decoy can only slow down a turret by forcing it to re-aim repeatedly.
What is (not) distracted by decoys?
Decoys can distract automatic AI turrets: Artillery Turret, Assault Cannon Turret, Autocannon Turret, Gatling Turret, Rocket Turret, and Interior Turret. A Custom Turret only gets distracted when it's set to AI Controlled.
Shots from a drone- or player-controlled Gatling Gun, ( Reloadable) Rocket Launcher, Artillery, Assault Cannon, or Autocannon will not be distracted by a decoy because these weapons are static, and not automatic turrets.
The decoy is also a natural lightning rod, so it's theoretically helpful against environmental damage on planets with lightning and thunderstorms.
If a decoy and turret are owned by the same player, or members of the same faction, or members of allied factions, then the turret will not fire at the decoy.
Construction
The decoy has mount points on any side on large and small grid. Use caution when placing and welding them, as any enemy turret within range will immediately open fire once the block becomes functional. If the player is in the line of fire, this can be disastrous.
A turret will attempt to shoot through neutral or enemy-owned blocks to reach an enemy decoy, but cannot be tricked into destroying blocks owned by its own faction or allies. Still, stay aware of the angles and lines of fire, especially on fast mobile grids.
Recipe
Decoy | ||||
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Component | Large Ship/Station Required | Large Ship/Station Optional | Small Ship Required | Small Ship Optional |
Steel Plate | 10 | 20 | 1 | 1 |
Small Steel Tube | — | — | 2 | — |
Radio-comm Comp. | 1 | — | 1 | — |
Large Steel Tube | 2 | — | — | — |
Construction Comp. | 10 | — | 1 | — |
Computer | 10 | — | 1 | — |