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 - Author
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... ... @@ -1,90 +1,43 @@ 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 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, but will start to recharge after not having taken damage for a period of time.Some shieldsprotect shiphulls,whilstotherscan protect 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 will 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 'hitpoints' of a surface element reaches 0 it is disabled until repaired; if the ship's hull HP reaches 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:Ships andthe playership]]canbetargetedtodisable them,howeverthesemayalsohave theirown independent shielding.Once shieldsaredepletedthe shipor surface elementwillstart takinghull damagefromlandedhits. 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 [(% class="confluence-link" %)if player-assist 'target target' mode is selected - Snafu(%%)]. 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 - Theplayer is free to customise the turretloadouts of all ships, and the main weapons ofSmall and Medium Ships (seethe Weapon Configurationpart of the [[Ship Interactions Menu>>doc:Purchasingand Upgradingships]]). This allowsthe 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.11 +== Turret Settings == 12 12 13 -== Weapon types == 13 +* Turret offline [[image:attach:Turret_OFF.JPG]]: Will not take any action 14 +* Turret online [[image:attach:Turret_ON.JPG]]: Will take 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) - [(% class="confluence-link confluence-link" %)X3 'Missiles Only' mode(% class="confluence-link" %)] 19 +* Break Asteroids [[image:attach:Turret_mining.JPG]]: Supports mining solid materials 14 14 15 - (% style="color:rgb(51,51,51);" %)categories[[Weapons fall into5 general >>doc:Purchasing and Upgrading ships]](%%):21 +== Loot == 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) 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) 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. 22 22 23 - **Primary**and **secondary** weapons are controlled by the player when captainingtheir ship. Turrets are controlled byService Personnel, and Defence Drones will deploy automatically to protect theirmothership.25 +== Claiming Smaller ships == 24 24 25 - ==WeaponAiming-guns==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 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. 26 26 27 - Thegame settingscontainanoption called**player-assist'targettarget'mode** (enabledbydefault). Whenenabled,player-controlledprimary gunswillautomaticallyfireat a leadingpointtointercepttheposition thetargetis flyingtowards.Thesameapproach istakenautomaticallybyship-controlledgun turrets.When'targettarget'mode is not enabled,orwhenmanuallyaiming,maingunswillfireatthecursor'sposition.29 +Alternatively select the abandoned ship and then right click it to order a Marine onboard the player ship 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.. 28 28 29 - ==WeaponAiming-missiles==31 +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(%%)]\\ 30 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(%%)omingmissiles, secondarylaunchers use a missile lock HUD marker to automatically try and lock on to theplayership'starget. Secondary launchers are fired with the "L" key.33 +== Capturing Larger Ships == 32 32 33 - ==Weapon heat==35 +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. 34 34 35 - Whenprimarygunsarefiredtheygenerateheat,whichtheshipmust dissipate inordermaintaincombat efficiency.When multipleweaponsarefitted andusedsimultaneously,largeramountsof heatareaccumulatedandittakes the shiplongertodissipateit.Theimpact offiring multiplegunsisvisualisedbytheheatbarto therightofeachweaponiconontheHUD (seeimagesbelow).37 +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. 36 36 37 - Whenshootingfor short periods of time, heat build-up usuallyisn't an issue, and primary guns DPS is the"BurstWeapon Output"listedin the [[shippurchase/upgrade menus>>doc:Purchasing and Upgradingships]].When fired forlonger,especially when severalare firedtogether,heatcan force primarygunsto shutdown temporarily.Whenfiring over long periodsleading to overheating(and weapon shutdowns), primary guns DPSis reduced to the "SustainedWeapon Output"(//pleasenotethat at this time,the [[shippurchase/upgrademenus>>doc:Purchasingand Upgrading ships]]listsincorrectsustained MW values//).39 +(% 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(%%)] 38 38 39 -**Minor heat buildup** (short bar is short) 40 - 41 -[[image:attach:DPS_1.JPG]] 42 - 43 -**Heavy Heat buildup** (bar is long, and orange) 44 - 45 -[[image:attach:DPS_2.JPG]] 46 - 47 -**Overheated** (bar is red, and weapons have shutdown) 48 - 49 -[[image:attach:DPS_3.JPG]] 50 - 51 -== Turret Settings == 52 - 53 -==== Turrets on Large and Extra Large ships (v.1.32 release version): ==== 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__ 59 -))) 60 - 61 -==== Turrets on Large and Extra Large ships (v.1.5 beta 2 version): ==== 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: 68 -** Each setting offers the same options as Medium ship turrets (see below) 69 -** Additionally, there is a setting that to apply an option to all turrets 70 - 71 -**Turrets on Medium ships:** 72 - 73 -* Depending on model, there may be 2-4 74 -* Their rules of engagement can be customised: 75 -* 76 -** Turret offline [[image:attach:Turret_OFF.JPG]]: Will not take any action 77 -** Turret online [[image:attach:Turret_ON.JPG]]: Will take the actions below: 78 -*** Attack Enemies [[image:attach:Turret_attack.JPG]]: Attack any hostiles 79 -*** Target Target [[image:attach:Turret_hold_fire.JPG]]: Will only attack the selected target if it is hostile 80 -*** Defend Ship [[image:attach:Turret_defned.JPG]]: Returns fire on things that attacks the ship (not missiles) 81 -*** 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" %)] 82 -*** Break Asteroids [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:Trading and Mining]] 83 - 84 -== Loot == 85 - 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 - 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. ... ... @@ -97,6 +97,4 @@ 97 97 98 98 == Sector Control == 99 99 100 -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. 101 - 102 - 53 +Administrative Centre modules, when completedat 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.
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... ... @@ -1,1 +1,1 @@ 1 -77300 5581 +77300060 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77300 558/Combat andWeapons1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77300060/Combat and boarding