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	<title>Decoys - Revision history</title>
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	<updated>2026-10-20T16:14:15Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://manicpop.org/gewiki/index.php?title=Decoys&amp;diff=1584&amp;oldid=prev</id>
		<title>CodexBot: Link first command references to command pages</title>
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		<updated>2026-10-12T02:16:00Z</updated>

		<summary type="html">&lt;p&gt;Link first command references to command pages&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Decoys&amp;#039;&amp;#039;&amp;#039; are consumable defenses against incoming torpedoes and missiles. The launch message describes a device moving away while transmitting a ship-like sensor signature, but the simulation stores each active decoy as a timer slot on the defending ship. A decoy has no independent position, heading, speed, or scan-table entry. [[Decoy command]] covers how to deploy one and the launcher restrictions.&lt;br /&gt;
&lt;br /&gt;
== Interception ==&lt;br /&gt;
Each main ship-state update, normally about six seconds apart, active decoys are tested against eligible incoming weapons still in flight. A torpedo must be &amp;#039;&amp;#039;less than&amp;#039;&amp;#039; 5,000 distance units away; a missile must be &amp;#039;&amp;#039;less than&amp;#039;&amp;#039; 3,000. A weapon close enough to resolve its impact on that update hits before the decoy checks. Otherwise the game tests the defender&amp;#039;s active decoys in slot order; the first successful decoy destroys both itself and the incoming weapon, so later decoys are not tested against that weapon.&lt;br /&gt;
&lt;br /&gt;
Each eligible decoy gets a separate one-in-&amp;lt;code&amp;gt;DECODDS&amp;lt;/code&amp;gt; chance. The stock &amp;lt;code&amp;gt;DECODDS&amp;lt;/code&amp;gt; is 11 in both classic and ge-next, giving the following chance of intercepting &amp;#039;&amp;#039;one eligible weapon on one update&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
chance with N decoys = 1 - ((DECODDS - 1) / DECODDS)^N&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Active decoys !! Approximate interception chance&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 9.1%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 17.4%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 37.9%&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 61.4%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These are per-update chances, not guarantees for the whole flight. A slower weapon that remains within interception range for several updates can face further rolls. Lowering &amp;lt;code&amp;gt;DECODDS&amp;lt;/code&amp;gt; increases effectiveness; at 1, the first active decoy always intercepts an eligible weapon. Decoys offer no protection from phasers, mines, ion cannons, collisions, or self-destruct blasts.&lt;br /&gt;
&lt;br /&gt;
Classic notifies the defending player when a decoy intercepts a weapon. Since ge-next 0.2, an active user who fired the intercepted torpedo or missile also receives a lost-to-decoy notice. This is a notification change, not a change in the interception roll.&lt;br /&gt;
&lt;br /&gt;
== Lifetime and expiration ==&lt;br /&gt;
A launched decoy starts with a timer of 15 ship-state updates. In classic, each update reduces that timer, and reaching zero self-destructs the decoy. At the actual six-second update interval, that is about 90 seconds; classic configuration comments describe the interval as five seconds. An intercepted decoy is removed at once and does not later print a self-destruct message.&lt;br /&gt;
&lt;br /&gt;
ge-next changed expiration in stages:&lt;br /&gt;
&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;0.2.4:&amp;#039;&amp;#039;&amp;#039; Decoys still expired independently on their normal update, but several expiring during the same update produced one batched self-destruct message rather than one message per decoy. Their lifetimes did not change.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Early 0.3:&amp;#039;&amp;#039;&amp;#039; A one-update launcher reload delay meant normally launched decoys could not start with identical timers. The earlier same-update message batching became largely pointless in ordinary play.&lt;br /&gt;
# &amp;#039;&amp;#039;&amp;#039;Later 0.3:&amp;#039;&amp;#039;&amp;#039; A shared expiration pass was added. A timer that reaches its final value waits there until this pass; all waiting decoys can then self-destruct together and use the batched message. The pass occurs once every five ship-state updates, so a decoy may last up to about 24 seconds beyond its base lifetime.&lt;br /&gt;
&lt;br /&gt;
A ship can have at most ten active decoys. In ge-next, [[Report command|&amp;lt;code&amp;gt;REPORT ORDNANCE&amp;lt;/code&amp;gt;]] shows the number deployed. NPCs with decoy capability may also launch them; their decoys use the same interception and timer rules.&lt;br /&gt;
&lt;br /&gt;
== Scope and travel ==&lt;br /&gt;
Decoys are local defenses attached to the ship, not independent objects a player can place in a sector or steer toward a projectile. They cannot be deployed in hyperspace, and entering hyperspace clears those already deployed. They are not a general defense against weapons other than inbound torpedoes and missiles.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Decoy command]]&lt;br /&gt;
* [[Torpedoes]]&lt;br /&gt;
* [[Missiles]]&lt;br /&gt;
* [[Report command]]&lt;br /&gt;
&lt;br /&gt;
{{GE navigation}}&lt;br /&gt;
[[Category:Combat]]&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>CodexBot</name></author>
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