Changes for page Combat And Weapons
Last modified by Daniel Turner on 2024/01/11 14:32
Summary
-
Page properties (1 modified, 0 added, 0 removed)
-
Objects (1 modified, 0 added, 0 removed)
Details
- Page properties
-
- Content
-
... ... @@ -6,60 +6,25 @@ 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]] 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 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). 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 damageandlong 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[[Weaponsfallinto5general>>doc:Purchasing andUpgradingships]](%%):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 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) 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, wil 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 -**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 - 43 -== Weapon Aiming - guns == 44 - 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. 46 - 47 -== Weapon Aiming - missiles == 48 - 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. 50 - 51 51 == Turret Settings == 52 52 53 53 **Turrets on Large and Extra Large ships:** 54 54 55 55 * Depending on model, there may be many (e.g. 15 on an Odysseus) 56 -* They follow **Defensive** rules of engagement (((57 -* They will fire on targets that __hit their ship__ 58 -* They will fire on targets that __hit ships in their Wing d__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__ 59 59 60 -* Version 1.5 beta 2 tests customised turret controls for L/XL ships (see following section) 61 -))) 62 - 63 63 **Turrets on Medium ships:** 64 64 65 65 * Depending on model, there may be 2-4 ... ... @@ -71,7 +71,7 @@ 71 71 *** Target Target [[image:attach:Turret_hold_fire.JPG]]: Will only attack the selected target if it is hostile 72 72 *** Defend Ship [[image:attach:Turret_defned.JPG]]: Returns fire on things that attacks the ship (not missiles) 73 73 *** 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" %)] 74 -*** Break Asteroids [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:Trading and Mining]]39 +*** Break Asteroids [[image:attach:Turret_mining.JPG]]: Supports mining solid materials 75 75 76 76 == Loot == 77 77 ... ... @@ -106,5 +106,3 @@ 106 106 == Sector Control == 107 107 108 108 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. 109 - 110 -
- Confluence.Code.ConfluencePageClass[0]
-
- id
-
... ... @@ -1,1 +1,1 @@ 1 -77300 3721 +77300088 - url
-
... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77300 372/Combat and boarding1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77300088/Combat and boarding