Changes for page Combat And Weapons
Last modified by Daniel Turner on 2024/01/11 14:32
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... ... @@ -4,100 +4,41 @@ 4 4 5 5 == Combat == 6 6 7 - [[Ships armed>>doc:Purchasingand Upgrading ships]]withfrontalweapons,turrets andDefense Dronescan attackother ships to deal damage to them. Shields will absorb damage taken until they are depleted,butwillstart to recharge after not having taken damage for a period of time.Some shieldsprotect shiphulls,whilstotherscanprotect nearbyship systemson larger ships.7 +Ships armed with weapons and turrets can shoot at other ships to deal damage to them. Shields will absorb damage taken until they are depleted but only start to recharge after not having taken damage for a period of time. Individual surface elements of ships 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 of a surface element reaches 0 it is disabled until repaired while if the ship hull 0 it will blow up destroying the ship and if the player was on-board it will result in a Game Over. 8 8 9 - Individualsurfaceelementson[[Large andExtraLargeships>>doc:Shipsandthe playership]]canbetargetedto disablethem, howeverthesemayalsohave theirownindependentshielding.Onceshieldsaredepleted the shipor surface elementwillstarttakinghulldamagefrom landedhits. Ifthehull'hitpoints'ofasurfaceelement reaches0itisdisableduntilrepaired;iftheship's hullHPreaches0itwillblowup,destroyingtheship(andifthe player was on-boardit willresult in aGameOver).9 +Weapons can be sorted into groups under the Weapon Configuration part of the Ship Interactions Menu allowing for the player to switch between using specific weapons (eg. high damage long range and accurate short range weapons). Primary ship weapons will automatically try to acquire the selected target ship while secondary weapons will aim at the position the cursor is pointing. Turrets will automatically fire at targets prioritising certain targets based on the mode they are set to. 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. 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. 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 - 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 -**Turrets on Large and Extra Large ships:** 13 +* Turret offline [[image:attach:Turret_OFF.JPG]]: Will not undertake any action 14 +* Turret online [[image:attach:Turret_ON.JPG]]: Will undertake the actions below 15 +* Attack Enemies [[image:attach:Turret_attack.JPG]]: Attack any hostiles 16 +* Target Target [[image:attach:Turret_hold_fire.JPG]]: Will only attack the selected target if it is hostile 17 +* Defend Ship [[image:attach:Turret_defned.JPG]]: Returns fire on things that attacks the ship (not missiles) 18 +* Missile Defence [[image:attach:Turret_missiles.JPG]]: Will only try to intercept incoming missiles (not ships) 19 +* Break Asteroids [[image:attach:Turret_mining.JPG]]: Supports mining solid materials 54 54 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 Wingd__ 59 - 60 -* Version 1.5 beta 2 tests customised turret controls for L/XL ships (see following section) 61 -))) 62 - 63 -**Turrets on Medium ships:** 64 - 65 -* Depending on model, there may be 2-4 66 -* Thier rules of engagement can be customised: 67 -* 68 -** Turret offline [[image:attach:Turret_OFF.JPG]]: Will not take any action 69 -** Turret online [[image:attach:Turret_ON.JPG]]: Will take the actions below: 70 -*** Attack Enemies [[image:attach:Turret_attack.JPG]]: Attack any hostiles 71 -*** Target Target [[image:attach:Turret_hold_fire.JPG]]: Will only attack the selected target if it is hostile 72 -*** Defend Ship [[image:attach:Turret_defned.JPG]]: Returns fire on things that attacks the ship (not missiles) 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]] 75 - 76 76 == Loot == 77 77 78 -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.23 +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. 79 79 80 -== Claiming Smaller Ships ==25 +== Claiming Smaller ships == 81 81 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 personallyclaim an abandonedship,<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.27 +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 an abandoned, the 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. 83 83 84 -Alternatively select the abandonedship and then right click it to order a Marine onboard the player ship to go and claim the craft using a boarding pod(<playership> crewmust haveat least 1marineassignedtousethis option);theMarine willbecomethe 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..29 +Alternatively select the neutral ship and then right click it to order a Marine working as crew onboard the player ship to go and claim the craft using a boarding pod. The used marine will then be placed temporarily as the Pilot of the new ship once ownership has been transferred. 85 85 86 - Marines will cause damageto 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(%%)]\\31 +Capturing Larger Ships 87 87 88 - ==CapturingLargerShips==33 +L and XL ships and stations 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. 89 89 90 -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. 91 - 92 92 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. 93 93 94 -(% 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(%%)] 95 - 96 96 == Fleet Management == 97 97 98 -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.39 +Ships can form hierarchical groups. A leader followed by several "wingmen" often referred to as a squad, but also multiple levels deep as soon as a leader of one group itself follows instructions of another leader. 99 99 100 -Setting up such a fleet can be done the easiest by selecting one or multiple ships which are supposed to be the followers on the map, then right clicking on the new leader. The context menu will now show ASSIGNMENT options such as the new behaviour to DEFEND this leader. Selecting this option will move all these ships into the hierarchy of this leader. A plus +symbol now appear in front of the leader ship in the OBJECT LIST as well as the PROPERTY OWNED menus at the side of the map.41 +Setting up such a fleet can be done the easiest by selecting one or multiple ships which are supposed to be the followers on the map, then right clicking on the new leader. The context menu will now show ASSIGNMENT options such as the new behaviour to DEFEND this leader. Selecting this option will move all these ships into the hierarchy of this leader. A plus symbol now appear in front of the leader ship in the OBJECT LIST as well as the PROPERTY OWNED menus at the side of the map. 101 101 102 102 Ships which are in such a squad or fleet can still receive and execute explicit player orders. These orders would overwrite their current behaviour to follow their "boss" for their duration. This way a player can use any ship for a trade run or overwrite their targets during a battle. 103 103 ... ... @@ -105,6 +105,4 @@ 105 105 106 106 == Sector Control == 107 107 108 -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. 109 - 110 - 49 +Administrative Centre modules when completed 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. Waring 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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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/7730 0379/Combat and boarding1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/76744430/Combat and boarding