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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... ... @@ -1,49 +1,127 @@ 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 7 -Ships armed with weapons andturretscan shootat other ships to deal damage to them. Shields will absorb damage taken until they are depleted butonlystart to recharge after not having taken damage for a period of time.Individual surface elementsofships can betargetedto disablethem howeverthese may alsohavetheir own independent shielding.Once shields are depleted theshipor surface elementwillstarttakinghull damagefrom landed hits. Ifthe hull of a surface elementreaches 0 itis disabled until repairedwhile if theshiphull 0 it will blow up destroyingtheshipandif the playerwason-boardit will result in a Game Over.7 +[[Ships armed>>doc:Purchasing and Upgrading ships]] with frontal weapons, turrets and Defense Drones can attack 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. Some shields protect ship hulls, whilst others can protect nearby ship systems on larger ships. 8 8 9 - Weapons canbesortedinto groupsundertheWeaponConfigurationpartof theShipInteractions Menu allowingforthe playertoswitchbetweenusingspecificweapons(eg.highdamagelongrangeand accurateshortrangeweapons).Primaryship weaponswillautomaticallytry toacquiretheselected targetshipwhilesecondaryweaponswill aim at thepositionthecursorispointing. Turretswillautomatically fireattargetsprioritisingcertain targetsbasedonthemodetheyaresetto.Most ships have blindspotsfrom whichtheycannotattack makingidealspotsfor their enemiesto manoeuvreinto.Althoughan individualshipcanbe goodat duelingopponents,superiornumbers areanotherwaytowinbattles.9 +Individual surface elements on[[ Large and Extra Large ships>>doc:Ships and the playership]] 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). 10 10 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 + 13 +== Weapon Types == 14 + 15 +(% style="color: rgb(51,51,51);" %)categories[[Weapons fall into 5 general >>doc:Purchasing and Upgrading ships]](%%): 16 + 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) 20 +* **Gun Turrets** (available on M, L and XL ships) 21 +* **Missile Turrets** (available on L and XL ships) 22 +* **[[Defence Drones>>doc:Drones]]** (deployable from some M, L and XL ships) 23 + 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. 25 + 26 +== Main Weapon Aiming (Guns) == 27 + 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. 29 + 30 +== Main Weapon Aiming (Missiles) == 31 + 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. 33 + 34 +== Main Weapon Firegroups == 35 + 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). 37 + 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. 39 + 40 +The firegroups are toggled using **Hotkeys**: 41 + 42 +* Change Primary Firegroup: **1**/**2**/**3**/**4** 43 +* Change Secondary Firegroup **5**/**6**/**7**/**8** 44 + 45 + 46 + 47 +== Main Weapon Heat == 48 + 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). 50 + 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//). 52 + 53 +**Minor heat buildup** (bar the on right is short) 54 + 55 +[[image:attach:DPS_1.JPG]] 56 + 57 +**Heavy Heat buildup** (bar is long, and orange) 58 + 59 +[[image:attach:DPS_2.JPG]] 60 + 61 +**Overheated** (bar is red, and weapons have shutdown) 62 + 63 +[[image:attach:DPS_3.JPG]] 64 + 11 11 == Turret Settings == 12 12 13 -* Turret offline [[image:attach:NDA.Combat and boarding_draft@Turret_OFF.JPG]]: Will not undertake any action 14 -* Turret online [[image:attach:NDA.Combat and boarding_draft@Turret_ON.JPG]]: Will undertake the actions below 15 -* Defend Ship [[image:attach:NDA.Combat and boarding_draft@Turret_defned.JPG]]: Returns fire on anything that attacks the ship 16 -* Attack Enemies [[image:attach:NDA.Combat and boarding_draft@Turret_attack.JPG]]: Attack any hostiles 17 -* Target Target [[image:attach:NDA.Combat and boarding_draft@Turret_hold_fire.JPG]]: Will only attack the selected target if it is hostile 18 -* Missile Defence [[image:attach:NDA.Combat and boarding_draft@Turret_missiles.JPG]]: Will only try to intercept incoming missiles 19 -* Break Asteroids [[image:attach:NDA.Combat and boarding_draft@Turret_mining.JPG]]: Supports mining solid materials 67 +==== Turret Rules of Engagement: ==== 20 20 21 -== Loot == 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]] 22 22 23 -H ackingor destroying ships and station storage moduleswill cause them todropa proportion of their cargo for othershipstocollect. Collectingwaresdropped from a station is considered theft so the stationmayturn hostile withany shipsthat do. NPC ships also have a chance to drop wares for the player inventory dependent on the type and faction of ship killed.77 +==== HUD Controls for Turrets on Medium ships: ==== 24 24 25 -== Claiming Smaller ships == 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: 26 26 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 claim an abandoned, the 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. 84 +(% style="margin-left: 30.0px;" %) 85 +[[image:attach:Turret_info_2.JPG]] 28 28 29 - Alternativelyselect the neutralship and then right clickit toorder a Marine working as crew onboardthe playership togo and claim the craft usinga boardingpod. The used marine willthen be placed temporarily as the Pilot of the new shiponce ownershiphas been transferred.87 +==== Full Controls for All Ships: ==== 30 30 31 -Capturing Larger Ships 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]] 32 32 33 - Land XL ships and stations need to be boarded to be captured. Boarding requires sufficient Marinecrewon the playership. Toprepare for boarding, thetarget needsto 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.99 +== Defence Drones == 34 34 35 -T ry to keep thesubsystemsdestroyed,and work on reducing hulllevels but notto the extentthat the boardingmarines willdestroythe ship. Oncethe targethull is sufficiency low to reduceboardingresistancebelowthe boarding strengthof the playersforces (20 ormoreisgood) the ship isas good as captured. Ifsuccessful, aMarinecanbe assignedasthe captain for the shipor the player can move to theship personally.101 +These small craft can be equipped to, and operated by, ships with Small Docks (Frigates, Large and XL Ships). 36 36 103 +Summary of capabilities: 104 + 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 +** 112 + 113 +== Loot == 114 + 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. 116 + 37 37 == Fleet Management == 38 38 39 -Ships can form hierarchical groups. A leader followed by several "wingmen" often referred to as a squad, but also multiple levels deep as soon as a leader of one group itself follows instructions of another leader. 119 +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. 40 40 41 -Setting up such a fleet can be done the easiest by selecting one or multiple ships which are supposed to be the followers on the map, then right clicking on the new leader. The context menu will now show ASSIGNMENT options such as the new behaviour to DEFEND this leader. Selecting this option will move all these ships into the hierarchy of this leader. A plus symbol now appear in front of the leader ship in the OBJECT LIST as well as the PROPERTY OWNED menus at the side of the map. 121 +Setting up such a fleet can be done the easiest by selecting one or multiple ships which are supposed to be the followers on the map, then right clicking on the new leader. The context menu will now show ASSIGNMENT options such as the new behaviour to DEFEND this leader. Selecting this option will move all these ships into the hierarchy of this leader. A plus + symbol now appear in front of the leader ship in the OBJECT LIST as well as the PROPERTY OWNED menus at the side of the map. 42 42 43 43 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. 44 44 45 45 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. 46 46 47 -== Sector Control == 48 - 49 -Administrative Centre modules when completed 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. Waring 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. 127 +
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/7 6744355/Combat andboarding1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77792190/Combat and Weapons