Changes for page Combat And Weapons
Last modified by Daniel Turner on 2024/01/11 14:32
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... ... @@ -4,41 +4,100 @@ 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 +* **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) 19 +* **Gun Turrets** (available on M, L and XL ships) 20 +* **Missile Turrets** (available on L and XL ships) 21 +* **[[Defense Drones>>doc:Drones]]** (deployable from some M, L and XL ships) 22 + 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 + 25 +== Weapon heat == 26 + 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). 28 + 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//). 30 + 31 +**Minor heat buildup** (short bar is short) 32 + 33 +[[image:attach:DPS_1.JPG]] 34 + 35 +**Heavy Heat buildup** (bar is long, and orange) 36 + 37 +[[image:attach:DPS_2.JPG]] 38 + 39 +**Overheated** (bar is red, and weapons have shutdown) 40 + 41 +[[image:attach:DPS_3.JPG]] 42 + 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 + 11 11 == Turret Settings == 12 12 13 -* Turret offline [[image:attach:Turret_OFF.JPG]]: Will not undertake any action 14 -* Turret online [[image:attach:Turret_ON.JPG]]: Will undertake the actions below 15 -* Attack Enemies [[image:attach:Turret_attack.JPG]]: Attack any hostiles 16 -* Target Target [[image:attach:Turret_hold_fire.JPG]]: Will only attack the selected target if it is hostile 17 -* Defend Ship [[image:attach:Turret_defned.JPG]]: Returns fire on things that attacks the ship (not missiles) 18 -* Missile Defence [[image:attach:Turret_missiles.JPG]]: Will only try to intercept incoming missiles (not ships) 19 -* Break Asteroids [[image:attach:Turret_mining.JPG]]: Supports mining solid materials 53 +**Turrets on Large and Extra Large ships:** 20 20 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) 61 +))) 62 + 63 +**Turrets on Medium ships:** 64 + 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]] 75 + 21 21 == Loot == 22 22 23 -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 +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. 24 24 25 -== Claiming Smaller ships ==80 +== Claiming Smaller Ships == 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 ,theplayer 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.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. 28 28 29 -Alternatively select the ne utralship and then right click it to order a Marineworking as crew onboard the player ship to go and claim the craft using a boarding pod.The usedmarinewillthenbe placedtemporarilyasthe Pilot of the new ship once ownership has been transferred.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.. 30 30 31 - CapturingLargerShips86 +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(%%)]\\ 32 32 33 - Land XL ships and stations need to be boarded to be captured.Boardingrequires sufficient Marine crew on the playership. To prepare for boarding, thetargetneeds to be nullified (taking out the engines, turrets and shields). To initiate boarding, select theplayershipand then right click the target and order Marines to board the target.88 +== Boarding Larger Ships == 34 34 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. 91 + 35 35 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. 36 36 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 + 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. 98 +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. 100 +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 ... ... @@ -46,4 +46,6 @@ 46 46 47 47 == Sector Control == 48 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. 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 +
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/7 6744430/Combat and boarding1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77300382/Combat and boarding