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 ... ... @@ -10,120 +10,110 @@ 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 ==13 +== Weapon Types == 14 14 15 15 (% style="color: rgb(51,51,51);" %)categories[[Weapons fall into 5 general >>doc:Purchasing and Upgrading ships]](%%): 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) 17 +* **Main **weapons**:** 18 +** **Primary Guns** (forward-facing weapons on [[S, M and L ships>>doc:Ships and the playership]]) 19 +** **Secondary Launchers** (forward-facing weapons on S and M ships) 19 19 * **Gun Turrets** (available on M, L and XL ships) 20 20 * **Missile Turrets** (available on L and XL ships) 21 -* **[[Defen se Drones>>doc:Drones]]** (deployable from some M, L and XL ships)22 +* **[[Defence Drones>>doc:Drones]]** (deployable from some M, L and XL ships) 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 +**Main 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 heat==26 +== Main Weapon Aiming (Guns) == 26 26 27 - Whenprimarygunsarefiredtheygenerateheat,whichthe ship mustdissipateinordermaintain combatefficiency. Whenmultiple weapons arefitted andusedsimultaneously,larger amountsof heatare accumulatedand it takesthe ship longerto dissipateit. Theimpactof firingmultiplegunsisvisualisedbythe heatbartotheright ofeachweapon icononthe HUD (seeimagesbelow).28 +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 28 29 - Whenshooting for short periods of time, heat build-up usually isn'tan issue, and primary guns DPS is the "BurstWeaponOutput" listed in the [[ship purchase/upgrademenus>>doc:Purchasingand 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 gunsDPS isreduced 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 +== Main Weapon Aiming (Missiles) == 30 30 31 - **Minor heat buildup**(short bar is short)32 +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 32 33 - [[image:attach:DPS_1.JPG]]34 +== Main Weapon Firegroups == 34 34 35 - **HeavyHeatbuildup** (barislong,and orange)36 +Under Ship Information, "**Weapon Configuration**", Weapon (i.e. S Pulse Laser Mk1), there are 2 sets of 4 boxes. These are labeled Primary and Secondary (see above). 36 36 37 - [[image:attach:DPS_2.JPG]]38 +Those four boxes are where you can setup the main weapon's Primary and Secondary Firegroups. You can put a weapon into all 8 firegroups if you wish. 38 38 39 - **Overheated**(barisred, and weaponshaveshutdown)40 +The firegroups are toggled using **Hotkeys**: 40 40 41 -[[image:attach:DPS_3.JPG]] 42 +* Change Primary Firegroup: **1**/**2**/**3**/**4** 43 +* Change Secondary Firegroup **5**/**6**/**7**/**8** 42 42 43 - ==Weapon Aiming - guns ==45 + 44 44 45 - Thegame settingscontain an option called **player-assist 'target target' mode** (enabled by default).When enabled,player-controlledprimary guns will automatically fireata 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.47 +== Main Weapon Heat == 46 46 47 - ==WeaponAiming-missiles==49 +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). 48 48 49 - Player-controlled(forward-facing),secondarylaunchers(%style="color:rgb(51,51,51);font-family:Arial,sans-serif;font-size:10.5pt;"%)equipped(%%)withdumbfiremissileswill fireatthe cursor'sposition.When (% style="color: rgb(51,51,51);font-family:Arial , sans-serif;font-size:10.5pt;" %)equippedwithh(%%)omingmissiles,secondarylaunchersuse amissilelockHUDmarkertoautomatically tryandlockonto theplayership's target.51 +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//). 50 50 51 - == TurretSettings==53 +**Minor heat buildup** (bar the on right is short) 52 52 53 - **Turrets on Largeand ExtraLarge ships:**55 +[[image:attach:DPS_1.JPG]] 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__ 57 +**Heavy Heat buildup** (bar is long, and orange) 59 59 60 -* Version 1.5 beta 2 tests customised turret controls for L/XL ships (see following section) 61 -))) 59 +[[image:attach:DPS_2.JPG]] 62 62 63 -** Turrets onMediumships:**61 +**Overheated** (bar is red, and weapons have shutdown) 64 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]] 63 +[[image:attach:DPS_3.JPG]] 75 75 76 -== Loot ==65 +== Turret Settings == 77 77 78 - Hackingordestroyingships and station storage moduleswill cause them todrop a proportion oftheir cargo for other ships to collect. Collectingwares dropped froma station is considered theft, so the stationmayturnhostile 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.67 +==== Turret Rules of Engagement: ==== 79 79 80 -== Claiming Smaller Ships == 69 +* Turret offline [[image:attach:Turret_OFF.JPG]]: Will not take any action 70 +* Turret online [[image:attach:Turret_ON.JPG]]: Will take the actions below: 71 +** Attack Enemies [[image:attach:Turret_attack.JPG]]: Attack any hostiles 72 +** Target Target [[image:attach:Turret_hold_fire.JPG]]: Will only attack the selected target if it is hostile 73 +** Defend Ship [[image:attach:Turret_defned.JPG]]: Returns fire on things that attacks the ship (not missiles) 74 +** 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" %)] 75 +** Break Asteroids [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:Trading and Mining]] 81 81 82 -D uringcombat S and M size ships have a chancetobailleaving theshipabandoned and able to be claimed by otherfaction orthe player.To claim bailed ships the playercan eitherclaim it from their Spacesuit ororder aMarinetodoit. To personally claiman abandonedship, <player> must [[spacewalk >>doc:Pilotingand 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.77 +==== HUD Controls for Turrets on Medium ships: ==== 83 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.. 79 +* ((( 80 +Depending on ship model, there may be 2-4 turrets 81 +))) 82 +* Their per-turret settings icons are found at the top-middle of the screen: 85 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(%%)]\\ 84 +(% style="margin-left: 30.0px;" %) 85 +[[image:attach:Turret_info_2.JPG]] 87 87 88 -== BoardingLargerShips ==87 +==== Full Controls for All Ships: ==== 89 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**. 89 +* Customisable turret controls for all ships 90 +* Each Turret, or Turret Group (pairs of Mediums), have settings: 91 +** Each setting offers the same options as the HUD Controls above 92 +** Additionally, there is a setting that to** apply an option to all turrets** 93 +* Available on two places via drop-down menus: 94 +** **Piloted ship**: **Ship Menu** (click on the chevron in top-centre of screen): 95 +[[image:attach:Turret_info.JPG]] 96 +** **All owned ships**: **Ship Info Menu** (locate Turret Behaviour settings are near the bottom): 97 +[[image:attach:Turret_info_3.JPG]] 91 91 92 - Eitherbeforeor during the Op (via **Behaviour**), the target needs to be nullified (taking out the engines, turrets and shields). To initiate boarding, select thedesired player-ownedship(s)and then right click the target and order Marines to **Board** the target.99 +== Defence Drones == 93 93 94 - **Within theBoardingMenu(see below), plan**:101 +These small craft can be equipped to, and operated by, ships with Small Docks (Frigates, Large and XL Ships). 95 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) 103 +Summary of capabilities: 98 98 99 -==== Choosing Behaviour for boarding ships: ==== 105 +(% style="list-style-type: square;" %) 106 +* Cheap (~~15,000 Cr) 107 +* Equipped with a Pulse Laser Mk1 108 +* Scout-level hull integrity (1,900 MJ) 109 +* Do not have shields 110 +* Auto-repaired by their motherships after docking** 111 +** 100 100 101 -1. ((( 102 -Attack escorts 103 -))) 104 -1. Target engines 105 -1. Target turrets 106 -1. Disable Target 107 -1. Maintain distance 113 +== Loot == 108 108 109 - ====Boarding stages:====115 +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. 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 -))) 120 - 121 -**Stages 1 options** instruct their 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. 122 - 123 -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. 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. ... ... @@ -134,8 +134,4 @@ 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. 136 136 137 -== 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 - 141 141
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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/77792190/Combat and Weapons