Changes for page Combat And Weapons

Last modified by Daniel Turner on 2024/01/11 14:32

From version 29.1
edited by Sparks
on 2018/12/30 00:55
Change comment: There is no comment for this version
To version 22.1
edited by Sparks
on 2018/12/18 02:01
Change comment: There is no comment for this version

Summary

Details

Page properties
Title
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1 -Combat and Weapons
1 +Combat and boarding
Content
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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  
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50 50  
51 51  == Turret Settings ==
52 52  
53 -==== HUD Controls for Turrets on Medium ships: ====
53 +**Turrets on Large and Extra Large ships:**
54 54  
55 -* (((
56 -Depending on ship model, there may be 2-4 turrets
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)
57 57  )))
58 -* Their rules of engagement can be customised:
62 +
63 +**Turrets on Medium ships:**
64 +
65 +* Depending on model, there may be 2-4
66 +* Thier rules of engagement can be customised:
59 59  *
60 60  ** Turret offline  [[image:attach:Turret_OFF.JPG]]: Will not take any action
61 61  ** Turret online  [[image:attach:Turret_ON.JPG]]: Will take the actions below:
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65 65  *** 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" %)]
66 66  *** Break Asteroids  [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:Trading and Mining]]
67 67  
68 -==== Full Controls for all ships: ====
69 -
70 -* Customisable turret controls for all ships
71 -* Available on two places:
72 -** **Piloted ship**: Ship Menu (click on the chevron in top-center of screen)
73 -** **All owned ships**: Ship Info Menu (Turret Behaviour settings are near the bottom)
74 -* Each Turret, or Turret Group (pairs of Mediums), have settings:
75 -** Each setting offers the same options as the HUD Controls above
76 -** **Additionally**, there is a setting that to** apply an option to all turrets**
77 -
78 78  == Loot ==
79 79  
80 80  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.
81 81  
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
103 +)))
104 +1. Target engines
105 +1. Target turrets
106 +1. Disable Target
107 +1. Maintain distance
108 +
109 +==== Boarding stages: ====
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 +
82 82  == Fleet Management ==
83 83  
84 84  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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88 88  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.
89 89  
90 90  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 +
Confluence.Code.ConfluencePageClass[0]
id
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1 -77791914
1 +77300506
url
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1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77791914/Combat and Weapons
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77300506/Combat and boarding