Changes for page Combat And Weapons

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

From version 17.1
edited by Sparks
on 2018/12/17 18:24
Change comment: There is no comment for this version
To version 14.1
edited by DrSuperEvil
on 2018/12/14 19:25
Change comment: There is no comment for this version

Summary

Details

Page properties
Author
... ... @@ -1,1 +1,1 @@
1 -xwiki:XWiki.Sparks
1 +xwiki:XWiki.DrSuperEvil
Content
... ... @@ -8,38 +8,23 @@
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 (% 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.
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.
12 12  
13 -== Weapon types ==
13 +== Weapon Aiming ==
14 14  
15 -(% style="color: rgb(51,51,51);" %)categories[[Weapons fall into 5 general >>doc:Purchasing and Upgrading ships]](%%):
15 +When the player-assist 'target target' mode is enabled within game settings (default = on), player-controlled primary weapons (foward-facing guns) will automatically aim at a leading point to allow projectiles to intercept the position the target is flying towards. The same approach is taken automoatically by ship-controlled turrets.
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)
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.
22 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 -
31 31  == Turret Settings ==
32 32  
33 33  **Turrets on Large and Extra Large ships:**
34 34  
35 35  * Depending on model, there may be many (e.g. 15 on an Odysseus)
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__
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__
39 39  
40 -* Version 1.5 beta 2 tests customised turret controls for L/XL ships (see following section)
41 -)))
42 -
43 43  **Turrets on Medium ships:**
44 44  
45 45  * Depending on model, there may be 2-4
... ... @@ -86,5 +86,3 @@
86 86  == Sector Control ==
87 87  
88 88  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 -
Confluence.Code.ConfluencePageClass[0]
id
... ... @@ -1,1 +1,1 @@
1 -77300369
1 +77300326
url
... ... @@ -1,1 +1,1 @@
1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77300369/Combat and boarding
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77300326/Combat and boarding