Changes for page Combat And Weapons

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

From version 32.1
edited by Sparks
on 2018/12/31 11:48
Change comment: There is no comment for this version
To version 20.1
edited by Sparks
on 2018/12/18 00:02
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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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  
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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 -* **[[Defence 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 heat ==
26 26  
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 -
29 -== Weapon Aiming - Missiles ==
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(%%)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 -
33 -== Weapon Heat ==
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  
37 -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//).
29 +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//).
38 38  
39 -**Minor heat buildup** (bar the on right is short)
31 +**Minor heat buildup** (short bar is short)
40 40  
41 41  [[image:attach:DPS_1.JPG]]
42 42  
43 -**Heavy Heat buildup** (bar is long, and orange)
35 +**Heavy Heat buildup** (bar is long, and orange)
44 44  
45 45  [[image:attach:DPS_2.JPG]]
46 46  
47 -**Overheated** (bar is red, and weapons have shutdown)
39 +**Overheated** (bar is red, and weapons have shutdown)
48 48  
49 49  [[image:attach:DPS_3.JPG]]
50 50  
43 +== Weapon Aiming - guns ==
44 +
45 +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.
46 +
47 +== Weapon Aiming - missiles ==
48 +
49 +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.
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 -* They are found at the top-middle of the screen and look like this:
59 59  
60 -[[image:attach:Turret_info_2.JPG]]
63 +**Turrets on Medium ships:**
61 61  
62 -* Turret rules of engagement for each of those turrets can be customised:
65 +* Depending on model, there may be 2-4
66 +* Thier rules of engagement can be customised:
63 63  *
64 64  ** Turret offline  [[image:attach:Turret_OFF.JPG]]: Will not take any action
65 65  ** Turret online  [[image:attach:Turret_ON.JPG]]: Will take the actions below:
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69 69  *** 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" %)]
70 70  *** Break Asteroids  [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:Trading and Mining]]
71 71  
72 -==== Full Controls for All Ships: ====
76 +== Loot ==
73 73  
74 -* Customisable turret controls for all ships
75 -* Available on two places:
76 -** **Piloted ship**: **Ship Menu** (click on the chevron in top-centre of screen):[[image:attach:Turret_info.JPG]]
77 -* **All owned ships**: **Ship Info Menu** (locate Turret Behaviour settings are near the bottom):
78 -[[image:attach:Turret_info_3.JPG]]
79 -* Each Turret, or Turret Group (pairs of Mediums), have settings:
80 -** Each setting offers the same options as the HUD Controls above
81 -** **Additionally**, there is a setting that to** apply an option to all turrets**
78 +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.
82 82  
83 -== Defence Drones ==
80 +== Claiming Smaller Ships ==
84 84  
85 -These small craft can be equipped to, and operated by, ships with Small Docks (Frigates, Large and XL Ships).
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.
86 86  
87 -Summary of capabilities:
84 +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..
88 88  
89 -(% style="list-style-type: square;" %)
90 -* Cheap (~~15,000 Cr)
91 -* Equipped with a Pulse Laser Mk1
92 -* Scout-level hull integrity (1,900 MJ)
93 -* Do not have shields
94 -* Auto-repaired by their motherships after docking**
95 -**
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(%%)]\\
96 96  
97 -== Loot ==
88 +== Boarding Larger Ships ==
98 98  
99 -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.
90 +Large and XL ships 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.
100 100  
92 +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.
93 +
94 +(% 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(%%)]
95 +
101 101  == Fleet Management ==
102 102  
103 103  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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107 107  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.
108 108  
109 109  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.
105 +
106 +== Sector Control ==
107 +
108 +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.
109 +
110 +
Confluence.Code.ConfluencePageClass[0]
id
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1 -77791979
1 +77300382
url
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1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77791979/Combat and Weapons
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77300382/Combat and boarding