Changes for page Combat And Weapons
Last modified by Daniel Turner on 2024/01/11 14:32
From version 23.1
edited by Sparks
on 2018/12/18 14:10
on 2018/12/18 14:10
Change comment:
There is no comment for this version
Summary
-
Page properties (2 modified, 0 added, 0 removed)
-
Objects (1 modified, 0 added, 0 removed)
Details
- Page properties
-
- Title
-
... ... @@ -1,1 +1,1 @@ 1 -Combat and boarding1 +Combat and Weapons - Content
-
... ... @@ -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 ... ... @@ -10,7 +10,7 @@ 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 ... ... @@ -18,19 +18,19 @@ 18 18 * **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)21 +* **[[Defence Drones>>doc:Drones]]** (deployable from some M, L and XL ships) 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 ==25 +== Weapon Aiming - Guns == 26 26 27 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 28 29 -== Weapon Aiming - missiles ==29 +== Weapon Aiming - Missiles == 30 30 31 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 32 33 -== Weapon heat ==33 +== Weapon Heat == 34 34 35 35 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). 36 36 ... ... @@ -50,30 +50,16 @@ 50 50 51 51 == Turret Settings == 52 52 53 -==== Turrets on LargeandExtra Largeships(v.1.32): ====53 +==== HUD Controls for Turrets on Medium ships: ==== 54 54 55 -* Depending on model, there may be many 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__ 55 +* ((( 56 +Depending on ship model, there may be 2-4 turrets 59 59 ))) 58 +* They are found at the top-middle of the screen and look like this: 60 60 61 - 60 +[[image:attach:Turret_info_2.JPG]] 62 62 63 -==== Turrets on Large and Extra Large ships (v.1.5 beta 2): ==== 64 - 65 - 66 - 67 -* Tests customisable turret controls for L/XL ships: 68 -** The beta turret controls are available via the Ship Menu (click on the shevron in top-centre of screen) 69 -** Each Large Turret or Medium Turret Group (pairs of Mediums) has a setting 70 -** Each setting offers the same options as Medium ship turrets (see below) 71 -** Additionally, there is a setting that to apply an option to all turrets 72 - 73 -**Turrets on Medium ships:** 74 - 75 -* Depending on model, there may be 2-4 76 -* Thier rules of engagement can be customised: 62 +* Turret rules of engagement for each of those turrets can be customised: 77 77 * 78 78 ** Turret offline [[image:attach:Turret_OFF.JPG]]: Will not take any action 79 79 ** Turret online [[image:attach:Turret_ON.JPG]]: Will take the actions below: ... ... @@ -83,57 +83,35 @@ 83 83 *** 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" %)] 84 84 *** Break Asteroids [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:Trading and Mining]] 85 85 86 -== Loot ==72 +==== Full Controls for All Ships: ==== 87 87 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. 74 +* Customisable turret controls for all ships 75 +* Available on two places: 76 +** **Piloted ship**: **Ship Menu** (click on the chevron in top-centre of screen):[[image:attach:Turret_info.JPG]] 77 +* **All owned ships**: **Ship Info Menu** (locate Turret Behaviour settings are near the bottom): 78 +[[image:attach:Turret_info_3.JPG]] 79 +* Each Turret, or Turret Group (pairs of Mediums), have settings: 80 +** Each setting offers the same options as the HUD Controls above 81 +** **Additionally**, there is a setting that to** apply an option to all turrets** 89 89 90 -== Claiming SmallerShips ==83 +== Defence Drones == 91 91 92 - During combat S and Msize ships havea chancetobail leavingtheshipabandonedand abletobe claimedbyotherfaction or theplayer.To claim bailedshipsthe player can eitherclaim it from theirSpacesuit or order a Marine to do it. To personallyclaim an abandoned ship, <player> must [[spacewalk>>doc:Pilotingand Travel]]toit, and then locate and scan a signal leak. After theshipbecomes playerproperty,the player candockwiththe shipand fly it away.85 +These small craft can be equipped to, and operated by, ships with Small Docks (Frigates, Large and XL Ships). 93 93 94 - Alternatively select the abandoned ship and then right click it to order a Marine on board the playership to go and claim the craftusing a Boarding Pod (<playership> crewmust have at least 1marineassigned touse this option); the Marine will become the Pilot ofthe new ship once ownershiphasbeen transferred. If youintend to keep the ship, finding atleast a one-star pilotis recommended to replace that random marine.. or you couldset them to 'explore' for several hours to level up their piloting skill..87 +Summary of capabilities: 95 95 96 -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(%%)]\\ 89 +(% style="list-style-type: square;" %) 90 +* Cheap (~~15,000 Cr) 91 +* Equipped with a Pulse Laser Mk1 92 +* Scout-level hull integrity (1,900 MJ) 93 +* Do not have shields 94 +* Auto-repaired by their motherships after docking** 95 +** 97 97 98 -== BoardingLarger Ships==97 +== Loot == 99 99 100 - LargeandXLships need tobe boardedtobe captured.Boardingrequiressufficient Marinecrewacross theplayer-ownedshipsparticipatingin the action.Boardinginvolves**Scanningthetarget**togainintel, **planning**(usingtheintel),choosinga**Behviour**foryourboardingship(s) andinitiatingthe**3-stage operation**.99 +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. 101 101 102 -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. 103 - 104 -**Within the Boarding Menu (see below), plan**: 105 - 106 -* Select each boarding ship (top of screen) to set the numbers of Marines on each to be used (lower left of screen) 107 -* Scanning allowed your ship's computer to provide feedback on chance of success across stages (bottom of screen) 108 - 109 -==== Choosing Behaviour for boarding ships: ==== 110 - 111 -1. ((( 112 -Attack escorts 113 -))) 114 -1. Target engines 115 -1. Target turrets 116 -1. Disable Target 117 -1. Maintain distance 118 - 119 -==== Boarding stages: ==== 120 - 121 -1. ((( 122 -Approach (getting Boarding Pods safely to the target) 123 -))) 124 -1. ((( 125 -Infiltration (breaching the hull) 126 -))) 127 -1. ((( 128 -Assault (Defeating the crew) 129 -))) 130 - 131 -**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. 132 - 133 -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. 134 - 135 -[[image:attach:Boarding.JPG]] 136 - 137 137 == Fleet Management == 138 138 139 139 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. ... ... @@ -143,9 +143,3 @@ 143 143 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. 144 144 145 145 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. 146 - 147 -== Sector Control == 148 - 149 -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. 150 - 151 -
- Confluence.Code.ConfluencePageClass[0]
-
- id
-
... ... @@ -1,1 +1,1 @@ 1 -77 3005081 +77791977 - url
-
... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77 300508/Combat andboarding1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77791977/Combat and Weapons