Changes for page Combat And Weapons
Last modified by Daniel Turner on 2024/01/11 14:32
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... ... @@ -1,1 +1,1 @@ 1 -Combat and boarding1 +Combat and Weapons - Author
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. DrSuperEvil1 +xwiki:XWiki.Sparks - Content
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... ... @@ -1,6 +1,6 @@ 1 1 == Fight == 2 2 3 -History has always been written by the victor and great treasures await those willing to take them by force. Whether it is defending player owned traders from marauding pirates or galactic conquest there will always be plenty of reasons to be armed and dangerous. 3 +History has always been written by the victor and great treasures await those willing to take them by force. Whether it is defending player owned traders from marauding pirates or galactic conquest there will always be plenty of reasons to be armed and dangerous. Some fights end in destruction, others lead to [[capturing ships or conquering sectors>>doc:Capturing Ships and Sectors]]. 4 4 5 5 == Combat == 6 6 ... ... @@ -8,56 +8,112 @@ 8 8 9 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-controlled primary weapons(foward-facing guns) willautomaticallyaimat a leading point toallowprojectiles to intercept the position the target isflyingtowards.The same approachis takenautomoatically byship-controlled turrets.15 +(% style="color: rgb(51,51,51);" %)categories[[Weapons fall into 5 general >>doc:Purchasing and Upgrading ships]](%%): 16 16 17 -Player-controlled, dumbfire secondary weapons (foward-facing missile launchers on Small and Medium ships), and primary weapons when player-assist mode is not enabled, will fire at the cursor's position. Turrets will automatically fire at targets prioritising certain targets based on the mode they are set to. 17 +* **Main **weapons**:** 18 +** **Primary Guns** (forward-facing weapons on [[S, M and L ships>>doc:Ships and the playership]]) 19 +** **Secondary Launchers** (forward-facing weapons on S and M ships) 20 +* **Gun Turrets** (available on M, L and XL ships) 21 +* **Missile Turrets** (available on L and XL ships) 22 +* **[[Defence Drones>>doc:Drones]]** (deployable from some M, L and XL ships) 18 18 19 - ==TurretSettings==24 +**Main weapons **are controlled by the player when captaining their ship. Turrets are controlled by Service Personnel, and Defence Drones will deploy automatically to protect their mothership. 20 20 21 - **TurretsonLargeandExtra Largeships:**26 +== Main Weapon Aiming (Guns) == 22 22 23 -* Depending on model, there may be many (e.g. 15 on an Odysseus) 24 -* They follow **Defensive** rules of engagement 25 -** They will fire on targets that __hit their ship__ 26 -** They will fire on targets that __hit ships in their Wing__ 28 +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. 27 27 28 - **TurretsonMedium ships:**30 +== Main Weapon Aiming (Missiles) == 29 29 30 -* Depending on model, there may be 2-4 31 -* Thier rules of engagement can be customised: 32 -* 33 -** Turret offline [[image:attach:Turret_OFF.JPG]]: Will not take any action 34 -** Turret online [[image:attach:Turret_ON.JPG]]: Will take the actions below: 35 -*** Attack Enemies [[image:attach:Turret_attack.JPG]]: Attack any hostiles 36 -*** Target Target [[image:attach:Turret_hold_fire.JPG]]: Will only attack the selected target if it is hostile 37 -*** Defend Ship [[image:attach:Turret_defned.JPG]]: Returns fire on things that attacks the ship (not missiles) 38 -*** 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" %)] 39 -*** Break Asteroids [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:Trading and Mining]] 32 +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. Secondary launchers are fired with the "L" key. 40 40 41 -== Loot==34 +== Main Weapon Firegroups == 42 42 43 - Hacking ordestroyingshipsand stationstoragemodules will cause them to dropa proportion oftheircargofor other ships tocollect.Collectingwaresdroppedfromastation is consideredtheft,sothestation may turnhostilewith anyshipsthat do.NPCships alsohavea chanceto drop waresfor the playerinventorydependentonthetype and faction of ship killed.36 +Under Ship Information, "**Weapon Configuration**", Weapon (i.e. S Pulse Laser Mk1), there are 2 sets of 4 boxes. These are labeled Primary and Secondary (see above). 44 44 45 - ==ClaimingSmaller Ships==38 +Those four boxes are where you can setup the main weapon's Primary and Secondary Firegroups. You can put a weapon into all 8 firegroups if you wish. 46 46 47 - During combat S and M size ships havea chance to bail leaving the ship abandoned and able to be claimed by otherfaction ortheplayer. Topersonallyclaim an abandonedship, <player> must[[spacewalk >>doc:Pilotingand Travel]]to it, and then locate and scan a signalleak. After the ship becomes player property, the player can dockwith theshipand fly it away.40 +The firegroups are toggled using **Hotkeys**: 48 48 49 -Alternatively select the abandoned ship and then right click it to order a Marine onboard the player ship to go and claim the craft using a boarding pod (<playership> crew must have at least 1 marine assigned to use this option); the Marine will become the Pilot of the new ship once ownership has been transferred. If you intend to keep the ship, finding at least a one-star pilot is recommended to replace that random marine.. or you could set them to 'explore' for several hours to level up their piloting skill.. 42 +* Change Primary Firegroup: **1**/**2**/**3**/**4** 43 +* Change Secondary Firegroup **5**/**6**/**7**/**8** 50 50 51 - Marineswill cause damage to onboard systems while boarding, so expect losses of (eg) weps, shields etc on <target> once claimed via marine. Personal <player> boarding via 'hacking' the signal leak may not cause (as much) damage..[(% class="confluence-link" %)needs further testing to establish what skills required to minimise remote & personal dmg to which systems - Snafu(%%)]\\45 + 52 52 53 -== CapturingLarger Ships==47 +== Main Weapon Heat == 54 54 55 - LargeandXL ships need to beboardedtobecaptured.BoardingrequiressufficientMarinecrewontheplayership.To prepare forboarding,the targetneedstobenullified(takingout the engines,turretsandshields). Toinitiateboarding,selecttheplayershipand thenrightclickthetargetandorderMarinestoboardthetarget.49 +When primary guns are fired they generate heat, which the ship must dissipate in order maintain combat efficiency. When multiple weapons are fitted and used simultaneously, larger amounts of heat are accumulated and it takes the ship longer to dissipate it. The impact of firing multiple guns is visualised by the heat bar to the right of each weapon icon on the HUD (see images below). 56 56 57 - Trytokeep thesubsystemsdestroyed, andworkonreducinghull levelsbutnottotheextentthattheboardingmarineswill destroy the ship.Oncethetargethull issufficiencylowtoreduceboardingresistancebelow theboardingstrengthof theplayersforces(20ormoreisgood)the ship is asgoodascaptured. If successful,aMarinecanbeassignedasthecaptainfortheshiportheplayercanmovetotheshippersonally.51 +When shooting for short periods of time, heat build-up usually isn't an issue, and primary guns DPS is the "Burst Weapon Output" listed in the [[ship purchase/upgrade menus>>doc:Purchasing and Upgrading ships]]. When fired for longer, especially when several are fired together, heat can force primary guns to shutdown temporarily. When firing over long periods leading to overheating (and weapon shutdowns), primary guns DPS is reduced to the "Sustained Weapon Output" (//please note that at this time, the [[ship purchase/upgrade menus>>doc:Purchasing and Upgrading ships]] lists incorrect sustained MW values//). 58 58 59 - (% class="confluence-link" %)[Multi-ship boardingis possible,using severalships to carrythe necessarymarines, butI'venot yet experimented with it - Snafu(%%)]53 +**Minor heat buildup** (bar the on right is short) 60 60 55 +[[image:attach:DPS_1.JPG]] 56 + 57 +**Heavy Heat buildup** (bar is long, and orange) 58 + 59 +[[image:attach:DPS_2.JPG]] 60 + 61 +**Overheated** (bar is red, and weapons have shutdown) 62 + 63 +[[image:attach:DPS_3.JPG]] 64 + 65 +== Turret Settings == 66 + 67 +==== Turret Rules of Engagement: ==== 68 + 69 +* Turret offline [[image:attach:Turret_OFF.JPG]]: Will not take any action 70 +* Turret online [[image:attach:Turret_ON.JPG]]: Will take the actions below: 71 +** Attack Enemies [[image:attach:Turret_attack.JPG]]: Attack any hostiles 72 +** Target Target [[image:attach:Turret_hold_fire.JPG]]: Will only attack the selected target if it is hostile 73 +** Defend Ship [[image:attach:Turret_defned.JPG]]: Returns fire on things that attacks the ship (not missiles) 74 +** 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" %)] 75 +** Break Asteroids [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:Trading and Mining]] 76 + 77 +==== HUD Controls for Turrets on Medium ships: ==== 78 + 79 +* ((( 80 +Depending on ship model, there may be 2-4 turrets 81 +))) 82 +* Their per-turret settings icons are found at the top-middle of the screen: 83 + 84 +(% style="margin-left: 30.0px;" %) 85 +[[image:attach:Turret_info_2.JPG]] 86 + 87 +==== Full Controls for All Ships: ==== 88 + 89 +* Customisable turret controls for all ships 90 +* Each Turret, or Turret Group (pairs of Mediums), have settings: 91 +** Each setting offers the same options as the HUD Controls above 92 +** Additionally, there is a setting that to** apply an option to all turrets** 93 +* Available on two places via drop-down menus: 94 +** **Piloted ship**: **Ship Menu** (click on the chevron in top-centre of screen): 95 +[[image:attach:Turret_info.JPG]] 96 +** **All owned ships**: **Ship Info Menu** (locate Turret Behaviour settings are near the bottom): 97 +[[image:attach:Turret_info_3.JPG]] 98 + 99 +== Defence Drones == 100 + 101 +These small craft can be equipped to, and operated by, ships with Small Docks (Frigates, Large and XL Ships). 102 + 103 +Summary of capabilities: 104 + 105 +(% style="list-style-type: square;" %) 106 +* Cheap (~~15,000 Cr) 107 +* Equipped with a Pulse Laser Mk1 108 +* Scout-level hull integrity (1,900 MJ) 109 +* Do not have shields 110 +* Auto-repaired by their motherships after docking** 111 +** 112 + 113 +== Loot == 114 + 115 +Hacking or destroying ships and station storage modules will cause them to drop a proportion of their cargo for other ships to collect. Collecting wares dropped from a station is considered theft, so the station may turn hostile with any ships that do. NPC ships also have a chance to drop wares for the player inventory dependent on the type and faction of ship killed. 116 + 61 61 == Fleet Management == 62 62 63 63 Ships can form hierarchical groups. A leader followed by several "wingmen", often referred to as a squad(ron), but also multiple levels deep as soon as a leader of one group itself follows instructions of another leader. ... ... @@ -68,6 +68,4 @@ 68 68 69 69 When ships are in a squad or fleet, they can also fly in formations. The command order menu of the leader, does allow selection of the currently used formation. 70 70 71 -== Sector Control == 72 - 73 -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. 127 +
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... ... @@ -1,1 +1,1 @@ 1 -77 3003261 +77792190 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77 300326/Combat andboarding1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77792190/Combat and Weapons