Changes for page Combat And Weapons
Last modified by Daniel Turner on 2024/01/11 14:32
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... ... @@ -1,121 +5,98 @@ 1 - 2 - 3 -{{toc/}} 4 - 5 5 == Fight == 6 6 7 -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. 8 8 9 9 == Combat == 10 10 11 -[[Ships armed>>doc:Purchasing And UpgradingShips]] 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.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. 12 12 13 -Individual surface elements on[[ Large and Extra Large ships>>doc:Ships AndThePlayership]] 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).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). 14 14 15 -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 UpgradingShips]]). 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.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. 16 16 17 -== Weapon Types ==13 +== Weapon types == 18 18 19 -(% style="color: rgb(51,51,51);" %)categories[[Weapons fall into 5 general >>doc:Purchasing And UpgradingShips]](%%):15 +(% style="color: rgb(51,51,51);" %)categories[[Weapons fall into 5 general >>doc:Purchasing and Upgrading ships]](%%): 20 20 21 -* **Main **weapons**:** 22 -** **Primary Guns** (forward-facing weapons on [[S, M and L ships>>doc:Ships And The Playership]]) 23 -** **Secondary Launchers** (forward-facing weapons on S and M ships) 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) 24 24 * **Gun Turrets** (available on M, L and XL ships) 25 25 * **Missile Turrets** (available on L and XL ships) 26 -* **[[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) 27 27 28 -** 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.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. 29 29 30 -== MainWeaponAiming(Guns)==25 +== Weapon heat == 31 31 32 - The gamesettingscontainan optioncalled**player-assist'targettarget'mode**(enabled bydefault). Whenenabled,player-controlledprimary gunswill automaticallyfire at aleadingpoint to intercepttheposition the targetisflying towards. Thesame approachistakenautomaticallybyship-controlledgunturrets.When 'targettarget'mode is not enabled, orwhen manuallyaiming,maingunswillfireat thecursor'sposition.27 +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). 33 33 34 - ==Main WeaponAiming (Missiles)==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//). 35 35 36 - Player-controlled (forward-facing), secondarylaunchers (% 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 markerto automatically try and lock on to the playership's target. Secondary launchers are fired with the "L" key.31 +**Minor heat buildup** (short bar is short) 37 37 38 - == Main Weapon Firegroups ==33 +[[image:attach:DPS_1.JPG]] 39 39 40 - Under Ship Information, "**WeaponConfiguration**",Weapon(i.e. S Pulse LaserMk1), there are 2setsof4 boxes. Theseare labeled Primary andSecondary (seeabove).35 +**Heavy Heat buildup** (bar is long, and orange) 41 41 42 - Those four boxes are where you can setup the main weapon's Primary and Secondary Firegroups. You can put a weapon intoall 8 firegroups if you wish.37 +[[image:attach:DPS_2.JPG]] 43 43 44 - Thefiregroupsaretoggledusing**Hotkeys**:39 +**Overheated** (bar is red, and weapons have shutdown) 45 45 46 -* Change Primary Firegroup: **1**/**2**/**3**/**4** 47 -* Change Secondary Firegroup **5**/**6**/**7**/**8 ** 41 +[[image:attach:DPS_3.JPG]] 48 48 49 -== MainWeaponHeat==43 +== Weapon Aiming - guns == 50 50 51 - Whenprimarygunsarefiredtheygenerateheat,whichthe ship mustdissipateinordermaintain combatefficiency. Whenmultiple weapons arefitted andusedsimultaneously,larger amountsof heatare accumulatedand it takesthe ship longerto dissipateit. Theimpactof firingmultiplegunsisvisualisedbythe heatbartotheright ofeachweapon icononthe HUD (seeimagesbelow).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. 52 52 53 - Whenshooting for short periods of time, heat build-up usually isn't an issue, and primary guns DPS is the "BurstWeaponOutput" listed in the [[ship purchase/upgrade menus>>doc:PurchasingAnd Upgrading Ships]]. When fired for longer, especially when several are fired together, heat can force primary guns to shutdown temporarily. Whenfiringoverlong periods leading to overheating (and weapon shutdowns), primary guns DPSisreduced to the "Sustained Weapon Output" (//pleasenote that at this time, the [[ship purchase/upgrade menus>>doc:Purchasing And Upgrading Ships]] lists incorrect sustained MW values//).47 +== Weapon Aiming - missiles == 54 54 55 - **Minor heat buildup**(bar the on right is short)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. 56 56 57 - [[image:attach:DPS_1.JPG]]51 +== Turret Settings == 58 58 59 -** Heavy Heat buildup** (barislong,andorange)53 +**Turrets on Large and Extra Large ships:** 60 60 61 -[[image:attach:DPS_2.JPG]] 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__ 62 62 63 -**Overheated** (bar is red, and weapons have shutdown) 60 +* Version 1.5 beta 2 tests customised turret controls for L/XL ships (see following section) 61 +))) 64 64 65 - [[image:attach:DPS_3.JPG]]63 +**Turrets on Medium ships:** 66 66 67 -== Turret Settings == 65 +* Depending on model, there may be 2-4 66 +* Thier rules of engagement can be customised: 67 +* 68 +** Turret offline [[image:attach:Turret_OFF.JPG]]: Will not take any action 69 +** Turret online [[image:attach:Turret_ON.JPG]]: Will take the actions below: 70 +*** Attack Enemies [[image:attach:Turret_attack.JPG]]: Attack any hostiles 71 +*** Target Target [[image:attach:Turret_hold_fire.JPG]]: Will only attack the selected target if it is hostile 72 +*** Defend Ship [[image:attach:Turret_defned.JPG]]: Returns fire on things that attacks the ship (not missiles) 73 +*** 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" %)] 74 +*** Break Asteroids [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:Trading and Mining]] 68 68 69 -== ==Turret Rulesof Engagement:====76 +== Loot == 70 70 71 -* Turret offline [[image:attach:Turret_OFF.JPG]]: Will not take any action 72 -* Turret online [[image:attach:Turret_ON.JPG]]: Will take the actions below: 73 -** Attack Enemies [[image:attach:Turret_attack.JPG]]: Attack any hostiles 74 -** Target Target [[image:attach:Turret_hold_fire.JPG]]: Will only attack the selected target if it is hostile 75 -** Defend Ship [[image:attach:Turret_defned.JPG]]: Returns fire on things that attacks the ship (not missiles) 76 -** 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" %)] 77 -** Break Asteroids [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:Trading And Mining]] 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. 78 78 79 -== ==HUDControls for Turrets onMediumships:====80 +== Claiming Smaller Ships == 80 80 81 -* ((( 82 -Depending on ship model, there may be 2-4 turrets 83 -))) 84 -* Their per-turret settings icons are found at the top-middle of the screen: 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. 85 85 86 -(% style="margin-left: 30.0px;" %) 87 -[[image:attach:Turret_info_2.JPG]] 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 - ====FullControls forAllShips:====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(%%)]\\ 90 90 91 -* Customisable turret controls for all ships 92 -* Each Turret, or Turret Group (pairs of Mediums), have settings: 93 -** Each setting offers the same options as the HUD Controls above 94 -** Additionally, there is a setting that to** apply an option to all turrets** 95 -* Available on two places via drop-down menus: 96 -** **Piloted ship**: **Ship Menu** (click on the chevron in top-centre of screen): 97 -[[image:attach:Turret_info.JPG]] 98 -** **All owned ships**: **Ship Info Menu** (locate Turret Behaviour settings are near the bottom): 99 -[[image:attach:Turret_info_3.JPG]] 88 +== Boarding Larger Ships == 100 100 101 - ==DefenceDrones==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. 102 102 103 -These s mallcraftcan be equippedto,andoperated by,ships withSmallDocks (Frigates,Large andXLShips).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. 104 104 105 - Summaryofcapabilities: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(%%)] 106 106 107 -(% style="list-style-type: square;" %) 108 -* Cheap (~~15,000 Cr) 109 -* Equipped with a Pulse Laser Mk1 110 -* Scout-level hull integrity (1,900 MJ) 111 -* Do not have shields 112 -* Auto-repaired by their motherships after docking** 113 -** 114 - 115 -== Loot == 116 - 117 -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. 118 - 119 119 == Fleet Management == 120 120 121 121 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. ... ... @@ -126,4 +126,8 @@ 126 126 127 127 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. 128 128 106 +== 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 + 129 129
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/7 8217988/CombatAndWeapons1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77300382/Combat and boarding