Changes for page Combat And Weapons
Last modified by Daniel Turner on 2024/01/11 14:32
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... ... @@ -6,23 +6,40 @@ 6 6 7 7 [[Ships armed>>doc:Purchasing and Upgrading ships]] with frontal weapons, turrets and Defense Drones can attack other ships to deal damage to them. Shields will absorb damage taken until they are depleted, but will start to recharge after not having taken damage for a period of time. Some shields protect ship hulls, whilst others can protect nearby ship systems on larger ships. 8 8 9 -Individual surface elements on[[ Large and Extra Large ships>>doc:Ships and the playership HUD]] can be targeted to disable them, however these may also have their own independent shielding. Once shields are depleted the ship or surface element will start taking hull damage from landed hits. If the hull 'hitpoints' of a surface element reaches 0 it is disabled until repaired; if the ship's hull HP reaches 0 it will blow up, destroying the ship (and if the player was on-board it will result in a Game Over).9 +Individual surface elements on[[ Large and Extra Large ships>>doc:Ships and the playership]] can be targeted to disable them, however these may also have their own independent shielding. Once shields are depleted the ship or surface element will start taking hull damage from landed hits. If the hull 'hitpoints' of a surface element reaches 0 it is disabled until repaired; if the ship's hull HP reaches 0 it will blow up, destroying the ship (and if the player was on-board it will result in a Game Over). 10 10 11 -The player is free to customise the turret loadouts of all ships, and the main weapons of Small and Medium Ships (see the Weapon Configuration part of the [[Ship Interactions Menu>>doc:Purchasing and Upgrading ships]]). This allows the player to tailor the roles of ships, or sub-sections of ships, for specific roles (eg. high damage long range or accurate short range weapons). Most ships have blind spots from which they can not attack making ideal spots for their enemies to manoeuvre into. Although an individual ship can be good at dueling opponents, superior numbers are another way to win battles. 11 +The player is free to customise the turret loadouts of all ships, and the main weapons of Small and Medium Ships (see the Weapon Configuration part of the [[Ship Interactions Menu>>doc:Purchasing and Upgrading ships]]). This allows the player to tailor the roles of ships, or sub-sections of ships, for specific roles (e.g. high damage and long range, or accurate short range weapons). Most ships have blind spots from which they can not attack making ideal spots for their enemies to manoeuvre into. Although an individual ship can be good at (% style="color: rgb(51,51,51);font-family: Arial , sans-serif;font-size: 10.5pt;" %)duelling (%%)opponents, superior numbers are another way to win battles. 12 12 13 -== Weapon Aiming==13 +== Weapon types == 14 14 15 - Whenthe player-assist'target target' mode is enabled within game settings (default=on), player-controlledprimary weapons (foward-facingguns)will automatically aim ata leadingpoint to allow projectilesto intercept the positionthe target isflying towards. The same approach is taken automoaticallyby ship-controlledturrets.Player-controlled, dumbfire secondaryweapons (foward-facing missile launchers on Small and Mediumships), andprimary weapons when player-assist modeis not enabled, wil fire at the cursor'sposition. Turrets will automatically fire at targets prioritising certaintargetsbased on the mode they areset to.15 +(% style="color: rgb(51,51,51);" %)categories[[Weapons fall into 5 general >>doc:Purchasing and Upgrading ships]](%%): 16 16 17 +* Primary guns (forward-facing weapons present on [[S, M and L ships>>doc:Ships and the playership]]) 18 +* Seconary launchers (forward-facing weapons present (% style="color: rgb(0,102,204);" %)S and M ships(%%)) 19 +* Gun Turrets (equipable to some M, L and XL ships) 20 +* Missile Turrets (equipable to some M, L and XL ships) 21 +* Drones (equipable to some M, L and XL ships) 22 + 23 +== Weapon Aiming - guns == 24 + 25 +The game settings contain an option called **player-assist 'target target' mode** (enabled by default). When enabled, player-controlled primary guns will automatically fire at a leading point to intercept the position the target is flying towards. The same approach is taken automatically by ship-controlled gun turrets. When 'target target' mode is not enabled, or when manually aiming, main guns will fire at the cursor's position. 26 + 27 +== Weapon Aiming - missiles == 28 + 29 +Player-controlled (forward-facing), secondary launchers (% style="color: rgb(51,51,51);font-family: Arial , sans-serif;font-size: 10.5pt;" %)equipped (%%)with dumbfire missiles will fire at the cursor's position. When (% style="color: rgb(51,51,51);font-family: Arial , sans-serif;font-size: 10.5pt;" %)equipped with h(%%)oming missiles, secondary launchers use a missile lock HUD marker to automatically try and lock on to the playership's target. 30 + 17 17 == Turret Settings == 18 18 19 19 **Turrets on Large and Extra Large ships:** 20 20 21 21 * Depending on model, there may be many (e.g. 15 on an Odysseus) 22 -* They follow **Defensive** rules of engagement 23 -* *They will fire on targets that __hit their ship__24 -* *They will fire on targets that __hit ships in their Wing__36 +* They follow **Defensive** rules of engagement((( 37 +* They will fire on targets that __hit their ship__ 38 +* They will fire on targets that __hit ships in their Wingd__ 25 25 40 +* Version 1.5 beta 2 tests customised turret controls for L/XL ships (see following section) 41 +))) 42 + 26 26 **Turrets on Medium ships:** 27 27 28 28 * Depending on model, there may be 2-4 ... ... @@ -34,7 +34,7 @@ 34 34 *** Target Target [[image:attach:Turret_hold_fire.JPG]]: Will only attack the selected target if it is hostile 35 35 *** Defend Ship [[image:attach:Turret_defned.JPG]]: Returns fire on things that attacks the ship (not missiles) 36 36 *** Missile Defence [[image:attach:Turret_missiles.JPG]]: Will only try to intercept incoming missiles (not ships) - [(% class="confluence-link confluence-link" %)X3 'Missiles Only' mode(% class="confluence-link" %)] 37 -*** Break Asteroids [[image:attach:Turret_mining.JPG]]: Supports mining solid materials 54 +*** Break Asteroids [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:Trading and Mining]] 38 38 39 39 == Loot == 40 40 ... ... @@ -69,3 +69,5 @@ 69 69 == Sector Control == 70 70 71 71 Administrative Centre modules, when completedat a player station, grant ownership of an unowned sector on a first come first served basis, revealing all ships and stations in the sector and imposing the illegal wares list of the owning faction. If the Administrative Centre module is destroyed, sector ownership will change over to the next faction with an Administrative Centre. Warring NPC factions are constantly playing a turf war to replace the Defence Platforms of their enemy with one of their own. Once the player has acquired Blueprints for an Administrative Centre, they too can conquer entire sectors if they are willing to defend it. 89 + 90 +
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... ... @@ -1,1 +1,1 @@ 1 -77300 0791 +77300369 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77300 079/Combat and boarding1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77300369/Combat and boarding