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 - 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 ... ... @@ -8,27 +8,54 @@ 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 (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 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 +* **Primary guns** (forward-facing weapons on [[S, M and L ships>>doc:Ships and the playership]]) 18 +* **Secondary launchers** (forward-facing weapons on S and M ships) 19 +* **Gun Turrets** (available on M, L and XL ships) 20 +* **Missile Turrets** (available on L and XL ships) 21 +* **[[Defense Drones>>doc:Drones]]** (deployable from some M, L and XL ships) 18 18 19 - ==TurretSettings==23 +**Primary** and **secondary** 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:**25 +== 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__ 27 +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:**29 +== Weapon Aiming - missiles == 29 29 30 -* Depending on model, there may be 2-4 31 -* Thier rules of engagement can be customised: 31 +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. 32 + 33 +== Weapon heat == 34 + 35 +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). 36 + 37 +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//). 38 + 39 +**Minor heat buildup** (short bar is short) 40 + 41 +[[image:attach:DPS_1.JPG]] 42 + 43 +**Heavy Heat buildup** (bar is long, and orange) 44 + 45 +[[image:attach:DPS_2.JPG]] 46 + 47 +**Overheated** (bar is red, and weapons have shutdown) 48 + 49 +[[image:attach:DPS_3.JPG]] 50 + 51 +== Turret Settings == 52 + 53 +==== Turrets on Medium ships (v.1.32 release version): ==== 54 + 55 +* ((( 56 +Depending on model, there may be 2-4 57 +))) 58 +* Their rules of engagement can be customised: 32 32 * 33 33 ** Turret offline [[image:attach:Turret_OFF.JPG]]: Will not take any action 34 34 ** Turret online [[image:attach:Turret_ON.JPG]]: Will take the actions below: ... ... @@ -38,26 +38,28 @@ 38 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 39 *** Break Asteroids [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:Trading and Mining]] 40 40 41 -== Loot ==68 +==== Turrets on Large and Extra Large ships (v.1.32 release version): ==== 42 42 43 -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. 70 +* Depending on model, there may be many 71 +* They follow **Defensive** rules of engagement((( 72 +* They will fire on targets that __hit their ship__ 73 +* __They will fire on targets that hit ships in their Wing__ 74 +))) 44 44 45 -== ClaimingSmallerShips ==76 +==== Turrets on all ships (v.1.5 beta 2 version): ==== 46 46 47 -During combat S and M size ships have a chance to bail leaving the ship abandoned and able to be claimed by other faction or the player. To personally claim an abandoned ship, <player> must [[spacewalk >>doc:Piloting and Travel]]to it, and then locate and scan a signal leak. After the ship becomes player property, the player can dock with the ship and fly it away. 78 +* Tests new customisable turret controls for L/XL ships 79 +* The new turret controls are available on two places: 80 +** **Piloted ship**: Ship Menu (click on the chevron in top-center of screen) 81 +** **All owned ships**: Ship Info Menu (Turret Behaviour settings are near the bottom) 82 +* Each Turret or Turret Group (pairs of Mediums) have settings: 83 +** Each setting offers the same options as Medium ship turrets (see below) 84 +** Additionally, there is a setting that to apply an option to all turrets 48 48 49 - Alternativelyselect the abandoned ship and then right click it toorder a Marine onboardtheplayer 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..86 +== Loot == 50 50 51 - Marineswillcausedamagetoonboardsystems whileboarding,soexpectlossesof(eg)weps, shieldsetcon<target>onceclaimedviamarine.Personal <player>boardingvia'hacking'the signalleakmaynotcause(asmuch)damage..[(%class="confluence-link"%)needsfurther testingtoestablishwhat skills requiredtominimiseremote&personaldmgtowhichsystems - Snafu(%%)]\\88 +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. 52 52 53 -== Capturing Larger Ships == 54 - 55 -Large and XL ships need to be boarded to be captured. Boarding requires sufficient Marine crew on the playership. To prepare for boarding, the target needs to be nullified (taking out the engines, turrets and shields). To initiate boarding, select the playership and then right click the target and order Marines to board the target. 56 - 57 -Try to keep the subsystems destroyed, and work on reducing hull levels but not to the extent that the boarding marines will destroy the ship. Once the target hull is sufficiency low to reduce boarding resistance below the boarding strength of the players forces (20 or more is good) the ship is as good as captured. If successful, a Marine can be assigned as the captain for the ship or the player can move to the ship personally. 58 - 59 -(% class="confluence-link" %)[Multi-ship boarding is possible, using several ships to carry the necessary marines, but I've not yet experimented with it - Snafu(%%)] 60 - 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. ... ... @@ -70,4 +70,6 @@ 70 70 71 71 == Sector Control == 72 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. 102 +Administrative Centre modules, when completed at 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. 103 + 104 +
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... ... @@ -1,1 +1,1 @@ 1 -773003 561 +77300793 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/773003 56/Combat andboarding1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77300793/Combat and Weapons