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 ... ... @@ -22,48 +22,40 @@ 22 22 23 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 24 25 +== Weapon Aiming - guns == 26 + 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. 28 + 29 +== Weapon Aiming - missiles == 30 + 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 + 25 25 == Weapon heat == 26 26 27 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 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//).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//). 30 30 31 -**Minor heat buildup** (short bar is short)39 +**Minor heat buildup** (short bar is short) 32 32 33 33 [[image:attach:DPS_1.JPG]] 34 34 35 -**Heavy Heat buildup** (bar is long, and orange)43 +**Heavy Heat buildup** (bar is long, and orange) 36 36 37 37 [[image:attach:DPS_2.JPG]] 38 38 39 -**Overheated** (bar is red, and weapons have shutdown)47 +**Overheated** (bar is red, and weapons have shutdown) 40 40 41 41 [[image:attach:DPS_3.JPG]] 42 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 onLargeandExtraLarge ships:**53 +==== Turrets on Medium ships (v.1.32 release version): ==== 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) 55 +* ((( 56 +Depending on model, there may be 2-4 61 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: 58 +* Their rules of engagement can be customised: 67 67 * 68 68 ** Turret offline [[image:attach:Turret_OFF.JPG]]: Will not take any action 69 69 ** Turret online [[image:attach:Turret_ON.JPG]]: Will take the actions below: ... ... @@ -73,57 +73,28 @@ 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 74 *** Break Asteroids [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:Trading and Mining]] 75 75 76 -== Loot ==68 +==== Turrets on Large and Extra Large ships (v.1.32 release version): ==== 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. 79 - 80 -== Claiming Smaller Ships == 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 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. 83 - 84 -Alternatively select the abandoned ship and then right click it to order a Marine on board the playership 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.. 85 - 86 -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(%%)]\\ 87 - 88 -== Boarding Larger Ships == 89 - 90 -Large and XL ships need to be boarded to be captured. Boarding requires sufficient Marine crew across the player-owned ships participating in the action. Boarding involves **Scanning the target** to gain intel, **planning** (using the intel), choosing a **Behviour** for your boarding ship(s) and initiating the **3-stage operation**. 91 - 92 -Either before or during the Op (via **Behaviour**), the target needs to be nullified (taking out the engines, turrets and shields). To initiate boarding, select the desired player-owned ship(s) and then right click the target and order Marines to **Board** the target. 93 - 94 -**Within the Boarding Menu (see below), plan**: 95 - 96 -* Select each boarding ship (top of screen) to set the numbers of Marines on each to be used (lower left of screen) 97 -* Scanning allowed your ship's computer to provide feedback on chance of success across stages (bottom of screen) 98 - 99 -==== Choosing Behaviour for boarding ships: ==== 100 - 101 -1. ((( 102 -Attack escorts 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__ 103 103 ))) 104 -1. Target engines 105 -1. Target turrets 106 -1. Disable Target 107 -1. Maintain distance 108 108 109 -==== Boardingstages: ====76 +==== Turrets on all ships (v.1.5 beta 2 version): ==== 110 110 111 -1. ((( 112 -Approach (getting Boarding Pods safely to the target) 113 -))) 114 -1. ((( 115 -Infiltration (breaching the hull) 116 -))) 117 -1. ((( 118 -Assault (Defeating the crew) 119 -))) 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 120 120 121 - **Stages1options** instructtheir boarding ship(s) how weakly-defended the target should be before launching Boarding Pods. **Stages 2 options** instruct their Marines how strong the target hull should be before breaching (weaken hulls reduce risk to marines but increase risk of destroying the target). Finally during **Stage 3**, your surviving Marines will attempt to defeat the target's crew.86 +== Loot == 122 122 123 - Trytokeep the subsystemsdestroyed,andwork on reducing hulllevelsbutnot totheextentthattheboardingmarineswill destroythe ship.Oncethetargethullis sufficiencylowtoreduceboardingresistancebelowthe boardingstrength oftheplayersforces(20ormore is good)theshipis asgoodas captured.Ifsuccessful,aMarinecanbeassigned as thecaptainfortheship ortheplayercanmovetotheshippersonally.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. 124 124 125 -[[image:attach:Boarding.JPG]] 126 - 127 127 == Fleet Management == 128 128 129 129 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. ... ... @@ -133,9 +133,3 @@ 133 133 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. 134 134 135 135 When ships are in a squad or fleet, they can also fly in formations. The command order menu of the leader, does allow selection of the currently used formation. 136 - 137 -== Sector Control == 138 - 139 -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. 140 - 141 -
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77 300388/Combat andboarding1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77791899/Combat and Weapons