Changes for page Combat And Weapons
Last modified by Daniel Turner on 2024/01/11 14:32
To version 27.1
edited by Sparks
on 2018/12/18 22:26
on 2018/12/18 22:26
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... ... @@ -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 ce Drones>>doc:Drones]]** (deployable from some M, L and XL ships)21 +* **[[Defense 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 ... ... @@ -50,10 +50,10 @@ 50 50 51 51 == Turret Settings == 52 52 53 -==== HUD Controls forTurrets on Medium ships: ====53 +==== Turrets on Medium ships (v.1.32 release version): ==== 54 54 55 55 * ((( 56 -Depending on shipmodel, there may be 2-4turrets56 +Depending on model, there may be 2-4 57 57 ))) 58 58 * Their rules of engagement can be customised: 59 59 * ... ... @@ -65,30 +65,24 @@ 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 -==== FullControlsforAll Ships: ====68 +==== Turrets on Large and Extra Large ships (v.1.32 release version): ==== 69 69 70 -* Customisable turret controls for all ships 71 -* Available on two places: 70 +* Depending on model, there may be many 71 +* They follow **Defensive** rules of engagement((( 72 +* They will fire on targets that __hit their ship__ 73 +* __They will fire on targets that hit ships in their Wing__ 74 +))) 75 + 76 +==== Turrets on all ships (v.1.5 beta 2 version): ==== 77 + 78 +* Tests new customisable turret controls for L/XL ships 79 +* The new turret controls are available on two places: 72 72 ** **Piloted ship**: Ship Menu (click on the chevron in top-center of screen) 73 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 theHUDControlsabove76 -** **Additionally**, there is a setting that to**apply an option to all turrets**82 +* Each Turret or Turret Group (pairs of Mediums) have settings: 83 +** Each setting offers the same options as Medium ship turrets (see below) 84 +** Additionally, there is a setting that to apply an option to all turrets 77 77 78 -== Defence Drones == 79 - 80 -These small craft can be equipped to, and operated by, ships with Small Docks (Frigates, Large and XL Ships). 81 - 82 -Summary of capabilities: 83 - 84 -(% style="list-style-type: square;" %) 85 -* Cheap (~~15,000 Cr) 86 -* Equipped with a Pulse Laser Mk1 87 -* Scout-level hull integrity (1,900 MJ) 88 -* Do not have shields 89 -* Auto-repaired by their motherships after docking** 90 -** 91 - 92 92 == Loot == 93 93 94 94 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. ... ... @@ -102,3 +102,9 @@ 102 102 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. 103 103 104 104 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. 99 + 100 +== Sector Control == 101 + 102 +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. 103 + 104 +
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... ... @@ -1,1 +1,1 @@ 1 -7779 19731 +77300793 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/7779 1973/Combat and Weapons1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77300793/Combat and Weapons