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 Weapons1 +Combat and boarding - 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. Some fights end in destruction, others lead to [[capturing ships or conquering sectors>>doc:Capturing Ships and Sectors]].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. 4 4 5 5 == Combat == 6 6 ... ... @@ -50,7 +50,7 @@ 50 50 51 51 == Turret Settings == 52 52 53 -==== Turrets on Large and Extra Large ships (v.1.32 release version): ====53 +==== Turrets on Large and Extra Large ships (v.1.32): ==== 54 54 55 55 * Depending on model, there may be many 56 56 * They follow **Defensive** rules of engagement((( ... ... @@ -58,13 +58,15 @@ 58 58 * __They will fire on targets that hit ships in their Wing__ 59 59 ))) 60 60 61 - ====Turrets on Large and Extra Large ships (v.1.5 beta 2 version): ====61 + 62 62 63 -* Tests customisable turret controls for L/XL ships 64 -* The beta turret controls are available on two places: 65 -** **Piloted ship**: Ship Menu (click on the chevron in top-center of screen) 66 -** **All owned ships**: Ship Info Menu (Turret Behaviour settings are near the bottom) 67 -* Each Large Turret or Medium Turret Group (pairs of Mediums) have settings: 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 68 68 ** Each setting offers the same options as Medium ship turrets (see below) 69 69 ** Additionally, there is a setting that to apply an option to all turrets 70 70 ... ... @@ -71,7 +71,7 @@ 71 71 **Turrets on Medium ships:** 72 72 73 73 * Depending on model, there may be 2-4 74 -* Th eir rules of engagement can be customised:76 +* Thier rules of engagement can be customised: 75 75 * 76 76 ** Turret offline [[image:attach:Turret_OFF.JPG]]: Will not take any action 77 77 ** Turret online [[image:attach:Turret_ON.JPG]]: Will take the actions below: ... ... @@ -85,6 +85,53 @@ 85 85 86 86 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. 87 87 90 +== Claiming Smaller Ships == 91 + 92 +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. 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 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.. 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(%%)]\\ 97 + 98 +== Boarding Larger Ships == 99 + 100 +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**. 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 + 88 88 == Fleet Management == 89 89 90 90 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.
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... ... @@ -1,1 +1,1 @@ 1 -773005 581 +77300508 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/773005 58/Combat andWeapons1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77300508/Combat and boarding