Changes for page Combat And Weapons

Last modified by Daniel Turner on 2024/01/11 14:32

From version 16.1
edited by Sparks
on 2018/12/17 18:19
Change comment: There is no comment for this version
To version 20.1
edited by Sparks
on 2018/12/18 00:02
Change comment: There is no comment for this version

Summary

Details

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Content
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10 10  
11 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 types ==
14 +
15 +(% style="color: rgb(51,51,51);" %)categories[[Weapons fall into 5 general >>doc:Purchasing and Upgrading ships]](%%):
16 +
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)
22 +
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.
24 +
25 +== Weapon heat ==
26 +
27 +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).
28 +
29 +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//).
30 +
31 +**Minor heat buildup** (short bar is short)
32 +
33 +[[image:attach:DPS_1.JPG]]
34 +
35 +**Heavy Heat buildup** (bar is long, and orange)
36 +
37 +[[image:attach:DPS_2.JPG]]
38 +
39 +**Overheated** (bar is red, and weapons have shutdown)
40 +
41 +[[image:attach:DPS_3.JPG]]
42 +
13 13  == Weapon Aiming - guns ==
14 14  
15 -The game settings contain an option called **player-assist 'target target' mode** (enabled by default). When enabled, player-controlled (forward-facing) primary guns (present on [[S, M and L ships>>doc:Ships and the playership]]) 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.
45 +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.
16 16  
17 17  == Weapon Aiming - missiles ==
18 18  
19 -Player-controlled (forward-facing), secondary launchers (present on (% style="color: rgb(0,102,204);" %)S and M ships[[doc:Ships and the playership]](%%)) (% 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.
49 +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.
20 20  
21 21  == Turret Settings ==
22 22  
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49 49  
50 50  == Claiming Smaller Ships ==
51 51  
52 -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.
82 +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 claim bailed ships the player can either claim it from their Spacesuit or order a Marine to do it. 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.
53 53  
54 54  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..
55 55  
56 56  Marines will 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(%%)]\\
57 57  
58 -== Capturing Larger Ships ==
88 +== Boarding Larger Ships ==
59 59  
60 60  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.
61 61  
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75 75  
76 76  == Sector Control ==
77 77  
78 -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.
108 +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.
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Confluence.Code.ConfluencePageClass[0]
id
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1 -77300358
1 +77300382
url
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1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77300358/Combat and boarding
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77300382/Combat and boarding