Changes for page Combat And Weapons
Last modified by Daniel Turner on 2024/01/11 14:32
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... ... @@ -1,276 +6,141 @@ 1 -{{sv-translation language="en"}} 2 - 3 - 4 -{{toc/}} 5 - 6 6 == Fight == 7 7 8 -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. 9 9 10 10 == Combat == 11 11 12 -[[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. 13 13 14 -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). 15 15 16 -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. 17 17 18 -== Weapon Types ==13 +== Weapon types == 19 19 20 -(% 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]](%%): 21 21 22 -* **Main **weapons**:** 23 -** **Primary Guns** (forward-facing weapons on [[S, M and L ships>>doc:Ships And The Playership]]) 24 -** **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) 25 25 * **Gun Turrets** (available on M, L and XL ships) 26 26 * **Missile Turrets** (available on L and XL ships) 27 -* **[[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) 28 28 29 -** 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. 30 30 31 -== MainWeaponAiming(Guns)==25 +== Weapon heat == 32 32 33 -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. 34 - 35 -== Main Weapon Aiming (Missiles) == 36 - 37 -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. 38 - 39 -== Main Weapon Firegroups == 40 - 41 -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). 42 - 43 -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. 44 - 45 -The firegroups are toggled using **Hotkeys**: 46 - 47 -* Change Primary Firegroup: **1**/**2**/**3**/**4** 48 -* Change Secondary Firegroup **5**/**6**/**7**/**8 ** 49 - 50 -== Main Weapon Heat == 51 - 52 52 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). 53 53 54 -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:PurchasingAnd UpgradingShips]]. 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:PurchasingAnd UpgradingShips]] 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//). 55 55 56 -**Minor heat buildup** (bartheonright is short)31 +**Minor heat buildup** (short bar is short) 57 57 58 58 [[image:attach:DPS_1.JPG]] 59 59 60 -**Heavy Heat buildup** (bar is long, and orange)35 +**Heavy Heat buildup** (bar is long, and orange) 61 61 62 62 [[image:attach:DPS_2.JPG]] 63 63 64 -**Overheated** (bar is red, and weapons have shutdown)39 +**Overheated** (bar is red, and weapons have shutdown) 65 65 66 66 [[image:attach:DPS_3.JPG]] 67 67 68 -== TurretSettings ==43 +== Weapon Aiming - guns == 69 69 70 - ====TurretRules ofEngagement:====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. 71 71 72 -* Turret offline [[image:attach:Turret_OFF.JPG]]: Will not take any action 73 -* Turret online [[image:attach:Turret_ON.JPG]]: Will take the actions below: 74 -** Attack Enemies [[image:attach:Turret_attack.JPG]]: Attack any hostiles 75 -** Target Target [[image:attach:Turret_hold_fire.JPG]]: Will only attack the selected target if it is hostile 76 -** Defend Ship [[image:attach:Turret_defned.JPG]]: Returns fire on things that attacks the ship (not missiles) 77 -** 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" %)] 78 -** Break Asteroids [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:Trading And Mining]] 47 +== Weapon Aiming - missiles == 79 79 80 - ====HUDControlsforTurrets onMedium ships:====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. 81 81 82 -* ((( 83 -Depending on ship model, there may be 2-4 turrets 84 -))) 85 -* Their per-turret settings icons are found at the top-middle of the screen: 51 +== Turret Settings == 86 86 87 -(% style="margin-left: 30.0px;" %) 88 -[[image:attach:Turret_info_2.JPG]] 53 +**Turrets on Large and Extra Large ships:** 89 89 90 -==== Full Controls for All Ships: ==== 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__ 91 91 92 -* Customisable turret controls for all ships 93 -* Each Turret, or Turret Group (pairs of Mediums), have settings: 94 -** Each setting offers the same options as the HUD Controls above 95 -** Additionally, there is a setting that to** apply an option to all turrets** 96 -* Available on two places via drop-down menus: 97 -** **Piloted ship**: **Ship Menu** (click on the chevron in top-centre of screen): 98 -[[image:attach:Turret_info.JPG]] 99 -** **All owned ships**: **Ship Info Menu** (locate Turret Behaviour settings are near the bottom): 100 -[[image:attach:Turret_info_3.JPG]] 60 +* Version 1.5 beta 2 tests customised turret controls for L/XL ships (see following section) 61 +))) 101 101 102 - == DefenceDrones==63 +**Turrets on Medium ships:** 103 103 104 -These small craft can be equipped to, and operated by, ships with Small Docks (Frigates, Large and XL Ships). 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]] 105 105 106 -Summary of capabilities: 107 - 108 -(% style="list-style-type: square;" %) 109 -* Cheap (~~15,000 Cr) 110 -* Equipped with a Pulse Laser Mk1 111 -* Scout-level hull integrity (1,900 MJ) 112 -* Do not have shields 113 -* Auto-repaired by their motherships after docking** 114 -** 115 - 116 -== Attacking specific station modules == 117 - 118 -It is possible to order ships on the Playership's Wing to attack specific modules. For example, Storage, Defence or Administrate modules. 119 - 120 -Process for doing this: 121 - 122 -* Open the Map 123 -* Expand the station's info so that you can see specific modules (see image below) 124 -* Left click on the module you wish to attack 125 -* Right-click on the Playership (or specific ship in Wing) and select "Wing: Attack My Target" 126 -** If this order is not available, re-select the module, press "T", and try again 127 - 128 128 == Loot == 129 129 130 130 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. 131 131 132 -== Fleet Management==80 +== Claiming Smaller Ships == 133 133 134 -Ships can formhierarchicalgroups.Aleader followedby several"wingmen",oftenreferred toas asquad(ron),butalsomultiplelevelsdeepassoon asa leaderofonegroupitselffollowsinstructionsofanotherleader.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. 135 135 136 - Settingupsuch a fleetcan be done theeasiestby selectingoneormultipleshipswhicharesupposedtobethefollowers onthemap,thenrightclicking onthenewleader.Thecontext menuwillnowshowASSIGNMENToptionssuch asthe new behaviourtoDEFENDthisleader.Selectingthis optionwill movealltheseshipsintothehierarchyofthisleader.Aplus+symbolnowappearinfrontoftheleadershipintheOBJECTLIST as well as thePROPERTYOWNED menusatthesideofthemap.84 +Alternatively select the abandoned ship and then right click it to order a Marine on board the playership 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.. 137 137 138 - Ships whicharein suchasquadorfleet can still receiveandexecuteexplicitplayerorders.These orderswouldoverwritetheircurrentbehaviourtofollowtheir"boss" fortheirduration.Thiswayaplayercan use anyshipforatraderunoroverwrite their targetsduringabattle.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(%%)]\\ 139 139 140 - Whenshipsare in a squador fleet, they can also flyinformations. The command ordermenu of the leader, does allow selection of the currently used formation.88 +== Boarding Larger Ships == 141 141 142 - 143 -{{/sv-translation}} 90 +Large and XL ships need to be boarded to be captured. Boarding requires sufficient Marine crew across the player-owned ships participating in the action. Boarding involves **Scanning the target** to gain intel, **planning** (using the intel), choosing a **Behviour** for your boarding ship(s) and initiating the **3-stage operation**. 144 144 145 - {{sv-translation language="de"}}92 +Either before or during the Op (via **Behaviour**), the target needs to be nullified (taking out the engines, turrets and shields). To initiate boarding, select the desired player-owned ship(s) and then right click the target and order Marines to **Board** the target. 146 146 94 +**Within the Boarding Menu (see below), plan**: 147 147 148 -{{toc/}} 96 +* Select each boarding ship (top of screen) to set the numbers of Marines on each to be used (lower left of screen) 97 +* Scanning allowed your ship's computer to provide feedback on chance of success across stages (bottom of screen) 149 149 150 -== Kämpfen ==99 +==== Choosing Behaviour for boarding ships: ==== 151 151 152 -Geschichte ist immer vom Sieger geschrieben worden, und große Schätze warten auf diejenigen, die bereit sind, sie gewaltsam zu nehmen. Ob es darum geht, spielereigene Händler vor marodierenden Piraten oder galaktischen Eroberungen zu schützen, es wird immer viele Gründe geben, bewaffnet und gefürchtet zu sein. Einige Kämpfe enden in der Zerstörung, andere führen dazu, [[Schiffe zu übernehmen oder Sektoren zu erobern>>url:https://www.egosoft.com:8444/confluence/pages/viewpage.action?pageId=78217731||shape="rect"]]. 153 - 154 -== Kampf == 155 - 156 -[[Schiffe>>doc:X4WIKIDE.Kauf und Aufwertung von Schiffen||shape="rect"]], die mit Frontwaffen, Türmen und Verteidigungsdrohnen ausgerüstet sind, können andere Schiffe angreifen, um ihnen Schaden zuzufügen. Schilde absorbieren den erlittenen Schaden, bis sie aufgebraucht sind, beginnen sich aber wieder aufzuladen, nachdem sie über einen längeren Zeitraum keinen Schaden erlitten haben. Einige Schilde schützen Schiffsrümpfe, während andere die nahegelegenen Schiffssysteme auf größeren Schiffen schützen können. 157 - 158 -Einzelne Oberflächenelemente auf[[ großen und extra großen Schiffen >>doc:X4WIKIDE.Schiffe und das Spielerschiff||shape="rect"]]können gezielt deaktiviert werden, wobei diese jedoch auch eine eigene unabhängige Abschirmung haben können. Sobald die Schilde aufgebraucht sind, beginnt das Schiff oder Oberflächenelement, Rumpfschäden durch gelandete Treffer zu erleiden. Wenn der Rumpf-Hitpunkt eines Oberflächenelements 0 erreicht, wird er bis zur Reparatur deaktiviert; erreicht der Rumpf HP 0, explodiert dieser und zerstört das Schiff (und wenn der Spieler an Bord war, führt dies zu einem Game Over). 159 - 160 -Der Spieler kann die Türme aller Schiffe und die Hauptwaffen von kleinen und mittleren Schiffen individuell anpassen (siehe Waffenkonfiguration im [[Menü Schiffsinteraktionen>>doc:X4WIKIDE.Kauf und Aufwertung von Schiffen||shape="rect"]]). Dies ermöglicht es dem Spieler, Schiffe oder Teilabschnitte von Schiffen auf bestimmte Rollen zuzuschneiden (z.B. hohe Schäden und lange Reichweite oder genaue Kurzstreckenwaffen). Die meisten Schiffe haben blinde Flecken, von denen aus sie nicht angreifen können, was ideale Plätze für ihre Feinde bietet, in die diese manövrieren können. Obwohl ein einzelnes Schiff gut im Duell mit Gegnern sein kann, ist eine Übermacht eine weitere Möglichkeit, Schlachten zu gewinnen. 161 - 162 -== Waffentypen == 163 - 164 -[[Waffen lassen sich in 5 allgemeine Kategorien (% style="color: rgb(0,0,0);" %)einteilen(% style="color: rgb(51,51,51);" %) >>doc:X4WIKIDE.Kauf und Aufwertung von Schiffen||shape="rect"]](%%): 165 - 166 -* **Hauptwaffen:** 167 -** **Primärwaffen **(nach vorne gerichtete Waffen auf [[S-, M- und L-Schiffen>>doc:X4WIKIDE.Schiffe und das Spielerschiff||shape="rect"]]) 168 -** **Sekundäre Abschussrampe** (nach vorne gerichtete Waffen auf S- und M-Schiffen) 169 -* **Geschütztürme** (verfügbar auf M-, L- und XL-Schiffen) 170 -* **Raketentürme **(verfügbar auf L- und XL-Schiffen) 171 -* **[[Verteidigungsdrohnen>>doc:X4WIKI.Drones||shape="rect"]]** (einsetzbar von einigen M-, L- und XL-Schiffen) 172 - 173 -**Hauptwaffen **werden vom Spieler kontrolliert, wenn er sein Schiff führt. Die Geschütztürme werden vom Servicepersonal gesteuert, und die Verteidigungsdrohnen werden automatisch eingesetzt, um ihr Mutterschiff zu schützen. 174 - 175 -== Ziel der Hauptwaffe (Geschütze) == 176 - 177 -Die Spieleinstellungen enthalten eine Option namens **Spielerassistenzmodus "Zielziel"** (standardmäßig aktiviert). Wenn aktiviert, feuern spielergesteuerte Hauptgeschütze automatisch auf einen Führungspunkt, um die Position abzufangen, auf die das Ziel fliegt. Die gleiche Vorgehensweise wird automatisch von schiffsgesteuerten Geschütztürmen übernommen. Wenn der Zielzielmodus nicht aktiviert ist oder wenn Sie manuell zielen, feuern die Hauptgeschütze auf die Position des Cursors. 178 - 179 -== Ziel der Hauptwaffe (Raketen) == 180 - 181 -Spielergesteuerte (nach vorne gerichtete), sekundäre Abschussrampen, die mit Kurzfeuerraketen ausgestattet sind, feuern an der Cursorposition. Wenn sie mit Zielsuchraketen ausgestattet sind, verwenden sekundäre Trägerraketen einen missile lock HUD-Marker, um automatisch zu versuchen, das Ziel des Spielers zu erfassen. Sekundäre Trägerraketen werden mit der Taste "L" abgefeuert. 182 - 183 -== Hauptwaffen-Feuergruppen == 184 - 185 -Unter Schiffsinformationen,** "Waffenkonfiguration",** Waffe (z.B. S Pulslaser Mk1), gibt es 2 Sets von 4 Boxen. Diese sind mit den Bezeichnungen Primary und Secondary gekennzeichnet (siehe oben).// 186 -// 187 - 188 -In diesen vier Feldern kannst du die primären und sekundären Feuergruppen der Hauptwaffe einrichten. Du kannst eine Waffe in alle 8 Feuergruppen einsetzen, wenn du willst. 189 - 190 -Die Umschaltung der Firegroups erfolgt über **Hotkeys**: 191 - 192 -* ((( 193 -Ändern der primären Feuergruppe:** 1/2/3/4** 101 +1. ((( 102 +Attack escorts 194 194 ))) 195 -* Ändern der sekundären Feuergruppe: **5**/**6**/**7**/**8 ** 104 +1. Target engines 105 +1. Target turrets 106 +1. Disable Target 107 +1. Maintain distance 196 196 197 -== Hauptwaffen-Hitze==109 +==== Boarding stages: ==== 198 198 199 -Werden Primärkanonen abgefeuert, erzeugen diese Wärme, die das Schiff ableiten muss, um die Kampfkraft aufrechtzuerhalten. Wenn mehrere Waffen gleichzeitig eingebaut und eingesetzt werden, werden größere Mengen an Wärme angesammelt und das Schiff braucht länger, um diese abzuführen. Die Auswirkung des Abfeuerns mehrerer Geschütze wird durch den Hitzebalken rechts neben jedem Geschützsymbol auf dem HUD visualisiert (siehe Bilder unten). 200 - 201 -Beim Schießen für kurze Zeiträume ist Wärmeentwicklung in der Regel kein Thema, und Primärkanonen DPS ist der "Burst Weapon Output", der in den [[Schiffskauf-/Upgrade-Menüs>>doc:X4WIKIDE.Kauf und Aufwertung von Schiffen||shape="rect"]] aufgeführt ist. Bei längerem Feuern, insbesondere wenn mehrere zusammen abgefeuert werden, kann Hitze die Primärkanonen zwingen, sich vorübergehend abzuschalten. Beim Schiessen über längere Zeiträume, die zu Überhitzung// (und Waffenabschaltungen) führen, werden die Primärkanonen DPS auf den " konstanten Waffenausstoß " reduziert (bitte beachten Sie, dass zu diesem Zeitpunkt im [[Menü Schiffskauf/Upgrade>>doc:X4WIKIDE.Kauf und Aufwertung von Schiffen||shape="rect"]] falsche MW-Werte aufgelistet sind//). 202 - 203 - 204 - 205 -**Geringe Erwärmung** (Balken rechts ist kurz) 206 - 207 -[[image:url:https://www.egosoft.com:8444/confluence/download/thumbnails/76744279/DPS_1.JPG?version=1&modificationDate=1545081640000&api=v2]] 208 - 209 -**Starke Hitzeentwicklung** (Balken ist lang und orange) 210 - 211 -[[image:url:https://www.egosoft.com:8444/confluence/download/thumbnails/76744279/DPS_2.JPG?version=1&modificationDate=1545081651000&api=v2]] 212 - 213 -**Überhitzt** (Balken ist rot, und Waffen haben sich abgeschaltet) 214 - 215 -[[image:url:https://www.egosoft.com:8444/confluence/download/thumbnails/76744279/DPS_3.JPG?version=1&modificationDate=1545081662000&api=v2]] 216 - 217 -== Turm-Einstellungen == 218 - 219 -==== Order für Türme: ==== 220 - 221 -* Turm offline [[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_OFF.JPG?version=1&modificationDate=1544460546000&api=v2]]: Wird keine Maßnahmen ergreifen. 222 -* Turm online [[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_ON.JPG?version=1&modificationDate=1544460556000&api=v2]]: Trifft die folgenden Maßnahmen:\\ 223 -** Feinde angreifen [[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_attack.JPG?version=1&modificationDate=1544460579000&api=v2]]: Angriffe auf alle Feinde durchführen 224 -** Ziel-Ziel [[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_hold_fire.JPG?version=1&modificationDate=1544460590000&api=v2]]: Greift das ausgewählte Ziel nur an, wenn es feindlich ist. 225 -** Schiff verteidigen [[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_defned.JPG?version=1&modificationDate=1544460599000&api=v2]]: Schiesst auf Objekte zurück, die das Schiff angreifen (keine Raketen). 226 -** Raketenabwehr [[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_missiles.JPG?version=1&modificationDate=1544460624000&api=v2]]: (% class="confluence-link" %)Versucht nur, ankommende Raketen abzufangen (keine Schiffe) -[X3 'Nur Raketen' Modus]. 227 -** Asteroiden brechen [[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_mining.JPG?version=1&modificationDate=1544460640000&api=v2]]: Unterstützt den [[Abbau von festen Materialien>>doc:X4WIKIDE.Handel und Bergbau||shape="rect"]]. 228 - 229 -==== HUD-Kontrollen für Türme auf mittelgroßen Schiffen: ==== 230 - 231 -* ((( 232 -Je nach Schiffsmodell können 2-4 Türme vorhanden sein. 111 +1. ((( 112 +Approach (getting Boarding Pods safely to the target) 233 233 ))) 234 -* Die Symbole für die Einstellungen pro Turm befinden sich in der oberen Mitte des Bildschirms: 114 +1. ((( 115 +Infiltration (breaching the hull) 116 +))) 117 +1. ((( 118 +Assault (Defeating the crew) 119 +))) 235 235 236 -(% style="margin-left: 30.0px;" %) 237 -[[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_info_2.JPG?version=1&modificationDate=1546247464000&api=v2]] 121 +**Stages 1 options** instruct their boarding ship(s) how weakly-defended the target should be before launching Boarding Pods. **Stages 2 options** instruct their Marines how strong the target hull should be before breaching (weaken hulls reduce risk to marines but increase risk of destroying the target). Finally during **Stage 3**, your surviving Marines will attempt to defeat the target's crew. 238 238 239 - ====VolleKontrolle für alleSchiffe:====123 +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. 240 240 241 -* Anpassbare Turmsteuerungen für alle Schiffe 242 -* Jeder Turm oder jede Turmgruppe (pairs of Mediums),hat Einstellungen: 243 -** Jede Einstellung bietet die gleichen Optionen wie die oben genannten HUD-Steuerelemente. 244 -** Zusätzlich gibt es eine Einstellung, die es erlaubt,** eine Option auf alle Türme anzuwenden**. 245 -* An zwei Stellen über Dropdown-Menüs verfügbar:\\ 246 -** **Gesteuertes Schiff: Schiffsmenü** (klicken Sie auf das Chevron in der oberen Mitte des Bildschirms): 247 -[[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_info.JPG?version=2&modificationDate=1546247498000&api=v2]] 248 -** **Alle Schiffe im Besitz: Schiffsinfo-Menü** (die Konfigurationseinstellungen für das Turmverhalten befinden sich in der Nähe des unteren Bereichs): 249 -[[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_info_3.JPG?version=1&modificationDate=1546247518000&api=v2]] 125 +[[image:attach:Boarding.JPG]] 250 250 251 -== Verteidigungsdrohnen ==127 +== Fleet Management == 252 252 253 - DiesekleinenBootekönnenfürSchiffemitkleinenDocks (Fregatten,LundXL-Schiffe)ausgerüstetundvondieseneingesetztwerden.129 +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. 254 254 255 - Zusammenfassung der Fähigkeiten:131 +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. 256 256 257 -* Billig (~~15.000 Cr) 258 -* Ausgestattet mit einem Pulslaser Mk1 259 -* Rumpfintegrität auf Scout-Level (1.900 MJ) 260 -* Keine Schutzschilde vorhanden 261 -* Automatisch repariert von ihren Mutterschiffen nach dem Andocken. 133 +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. 262 262 263 - ==Beute==135 +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. 264 264 265 - DasHacken oder Zerstören vonSchiffen und Stationsspeichermodulen führtdazu, dass sie einen Teil ihrer Ladung für andere Schiffe zum Sammeln freigeben. Das Sammeln von Waren,die voneiner Station fallen gelassen werden, gilt als Diebstahl, sodass die Station für alleSchiffe, die dies tun, feindselig werden kann. NSC-Schiffe haben auch die Möglichkeit, Waren für das Spielerinventar fallen zu lassen, abhängig von der Art und Fraktion des getöteten Schiffes.137 +== Sector Control == 266 266 267 - ==Flottenmanagement==139 +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. 268 268 269 -Schiffe können hierarchische Gruppen bilden. Ein Anführer gefolgt von mehreren " Wingmen", oft auch als Squad(ron) bezeichnet, aber auch mehrere Ebenen tief, sobald ein Anführer einer Gruppe selbst den Anweisungen eines anderen Anführers folgt. 270 - 271 -Die Einrichtung einer solchen Flotte erfolgt am einfachsten, indem Sie ein oder mehrere Schiffe auswählen, die die Wingmen auf der Karte sein sollen, und dann mit der rechten Maustaste auf das neue Führungsschiff klicken. Das Kontextmenü zeigt nun Optionen zur Zuweisung, wie z.B. das neue Verhalten, um dieses Führungsschiff zu VERTEIDIGEN. Wenn Sie diese Option wählen, werden alle diese Schiffe in die Hierarchie dieses Anführers verschoben. Ein Plus + Symbol erscheint nun vor dem Führungsschiff in der OBJEKTLISTE sowie in den Menüs IM BESITZ am Rand der Karte. 272 - 273 -Schiffe, die sich in einem solchen Squad oder einer solchen Flotte befinden, können weiterhin explizite Spieleraufträge erhalten und ausführen. Diese Befehle überschreiben ihr aktuelles Verhalten, um ihrem " Vorgesetzten " für ihre Dauer zu folgen. Auf diese Weise kann ein Spieler jedes Schiff für einen Handel nutzen oder die Ziele während eines Kampfes überschreiben. 274 - 275 -Wenn sich Schiffe in einem Squad oder einer Flotte befinden, können sie auch in Formationen fliegen. Das Befehlsmenü des Anführers erlaubt die Auswahl der aktuell verwendeten Formation. 276 -{{/sv-translation}} 141 +
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/ 80478284/CombatAndWeapons1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77300388/Combat and boarding