Changes for page Combat And Weapons

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

From version 44.1
edited by stefan
on 2019/04/04 12:37
Change comment: updated links
To version 25.1
edited by Sparks
on 2018/12/18 22:14
Change comment: There is no comment for this version

Summary

Details

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Title
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1 -Combat And Weapons
1 +Combat and Weapons
Author
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1 -xwiki:XWiki.stefan
1 +xwiki:XWiki.Sparks
Content
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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. Some fights end in destruction, others lead to [[capturing ships or conquering sectors>>doc:Capturing Ships and Sectors]].
9 9  
10 10  == Combat ==
11 11  
12 -[[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.
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 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).
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 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.
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 Upgrading Ships]](%%):
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 -* **[[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)
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 -== Main Weapon Aiming (Guns) ==
25 +== Weapon Aiming - guns ==
32 32  
33 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 34  
35 -== Main Weapon Aiming (Missiles) ==
29 +== Weapon Aiming - missiles ==
36 36  
37 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 38  
39 -== Main Weapon Firegroups ==
33 +== Weapon heat ==
40 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: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//).
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//).
55 55  
56 -**Minor heat buildup** (bar the on right is short)
39 +**Minor heat buildup** (short bar is short)
57 57  
58 58  [[image:attach:DPS_1.JPG]]
59 59  
... ... @@ -67,64 +67,37 @@
67 67  
68 68  == Turret Settings ==
69 69  
70 -==== Turret Rules of Engagement: ====
53 +==== Turrets on Large and Extra Large ships (v.1.32 release version): ====
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]]
79 -
80 -==== HUD Controls for Turrets on Medium ships: ====
81 -
82 -* (((
83 -Depending on ship model, there may be 2-4 turrets
55 +* Depending on model, there may be many
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 Wing__
84 84  )))
85 -* Their per-turret settings icons are found at the top-middle of the screen:
86 86  
87 -(% style="margin-left: 30.0px;" %)
88 -[[image:attach:Turret_info_2.JPG]]
61 +==== Turrets on Large and Extra Large ships (v.1.5 beta 2 version): ====
89 89  
90 -==== Full Controls for All Ships: ====
63 +* Tests customisable turret controls for L/XL ships
64 +* The beta turret controls are available on two places:
65 +** **Piloted ship**: Ship Menu (click on the chevron in top-center of screen)
66 +** **All owned ships**: Ship Info Menu (Turret Behaviour settings are near the bottom)
67 +* Each Large Turret or Medium Turret Group (pairs of Mediums) have settings:
68 +** Each setting offers the same options as Medium ship turrets (see below)
69 +** Additionally, there is a setting that to apply an option to all turrets
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]]
71 +**Turrets on Medium ships:**
101 101  
102 -== Defence Drones ==
73 +* Depending on model, there may be 2-4
74 +* Thier rules of engagement can be customised:
75 +*
76 +** Turret offline  [[image:attach:Turret_OFF.JPG]]: Will not take any action
77 +** Turret online  [[image:attach:Turret_ON.JPG]]: Will take the actions below:
78 +*** Attack Enemies [[image:attach:Turret_attack.JPG]]: Attack any hostiles
79 +*** Target Target  [[image:attach:Turret_hold_fire.JPG]]: Will only attack the selected target if it is hostile
80 +*** Defend Ship  [[image:attach:Turret_defned.JPG]]: Returns fire on things that attacks the ship (not missiles)
81 +*** 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" %)]
82 +*** Break Asteroids  [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:Trading and Mining]]
103 103  
104 -These small craft can be equipped to, and operated by, ships with Small Docks (Frigates, Large and XL Ships).
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.
... ... @@ -139,362 +139,8 @@
139 139  
140 140  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.
141 141  
142 -
143 -{{/sv-translation}}
98 +== Sector Control ==
144 144  
145 -{{sv-translation language="de"}}
100 +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.
146 146  
147 -
148 -{{toc/}}
149 -
150 -== Kämpfen ==
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>>doc:Capturing Ships And Sectors]].
153 -
154 -== Kampf ==
155 -
156 -[[Schiffe>>doc:Purchasing And Upgrading Ships]], 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:Ships And The Playership]]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:Purchasing And Upgrading Ships]]). 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 -(% style="color: rgb(0,0,0);" %)einteilen(% style="color: rgb(51,51,51);" %) [[Waffen lassen sich in 5 allgemeine Kategorien >>doc:Purchasing And Upgrading Ships]](%%):
165 -
166 -* **Hauptwaffen:**
167 -** **Primärwaffen **(nach vorne gerichtete Waffen auf [[S-, M- und L-Schiffen>>doc:Ships And The Playership]])
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**
194 -)))
195 -* Ändern der sekundären Feuergruppe: **5**/**6**/**7**/**8 **
196 -
197 -== Hauptwaffen-Hitze ==
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:Purchasing And Upgrading Ships]] 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:Purchasing And Upgrading Ships]] falsche MW-Werte aufgelistet sind//).
202 -
203 203  
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:Trading And Mining]].
228 -
229 -==== HUD-Kontrollen für Türme auf mittelgroßen Schiffen: ====
230 -
231 -* (((
232 -Je nach Schiffsmodell können 2-4 Türme vorhanden sein.
233 -)))
234 -* Die Symbole für die Einstellungen pro Turm befinden sich in der oberen Mitte des Bildschirms:
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]]
238 -
239 -==== Volle Kontrolle für alle Schiffe: ====
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]]
250 -
251 -== Verteidigungsdrohnen ==
252 -
253 -Diese kleinen Boote können für Schiffe mit kleinen Docks (Fregatten, L und XL-Schiffe) ausgerüstet und von diesen eingesetzt werden.
254 -
255 -Zusammenfassung der Fähigkeiten:
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.
262 -
263 -== Beute ==
264 -
265 -Das Hacken oder Zerstören von Schiffen und Stationsspeichermodulen führt dazu, dass sie einen Teil ihrer Ladung für andere Schiffe zum Sammeln freigeben. Das Sammeln von Waren, die von einer Station fallen gelassen werden, gilt als Diebstahl, so dass die Station für alle Schiffe, 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.
266 -
267 -== Flottenmanagement ==
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}}
277 -
278 -{{sv-translation language="it"}}
279 -La storia è da sempre scritta dai vincitori e grandi tesori attendono coloro disposti a giudicarseli con la forza. Che sia per difendere i mercantili del giocatore dagli assalti pirata o la conquista della galassia, ci sarà sempre un motivo per essere armati e pericolosi. Alcune battaglie finiranno in distruzione, mentre altre porteranno alla (% class="confluence-link" %) cattura di navi o alla conquista di interi settori[[doc:Capturing Ships And Sectors]](%%).
280 -
281 -== Combattimento ==
282 -
283 -Le (% class="confluence-link" %) navi armate[[doc:Purchasing And Upgrading Ships]](%%) con armi frontali, torrette e Droni da Difesa possono attaccare e danneggiare altre navi. Gli scudi assorbiranno i danni consumandosi, ma si ricaricheranno dopo un breve periodo senza subire ulteriori danni. Alcuni scudi proteggono l'intero scafo della nave mentre altri sono capaci di proteggere gli elementi di superficie nelle vicinanze, soprattutto sulle navi più grandi.
284 -
285 -I singoli elementi di superficie sulle navi [[Grandi e Molto Grandi>>doc:Ships And The Playership]] possono essere selezionati e disabilitati, tuttavia questi potrebbero anche avere il loro scudo indipendente. Una volta che gli scudi sono completamente scarichi, la nave e gli elementi di superficie inizieranno a subire danno al loro scafo dall'impatto di nuovi colpi. Se la resistenza ai danni di un elemento di superficie raggiunge lo zero, questo viene disabilitato fino alla sua riparazione; se invece è l'integrità dello scafo della nave a raggiungere lo zero, questa esploderà. Se la nave è anche la nave del giocatore, la sua esplosione porterà al termine della partita.
286 -
287 -Il giocatore è libero di (% class="confluence-link" %) personalizzare[[doc:Purchasing And Upgrading Ships]](%%) la configurazione delle torrette e delle armi principali di tutte le navi. Questo permette al giocatore di adattare le navi, o le loro sotto-sezioni, a dei ruoli specifici, per esempio con armi devastanti dalla lunga portata o più accurate e letali armi a corto raggio. Molte navi hanno dei punti ciechi da cui non possono difendersi rendendoli posti ideali in cui manovrare per le navi ostili. Anche se una singola nave può essere letale negli scontri uno-contro-uno, schierare un numero maggiore di navi è un altro modo per vincere le battaglie.
288 -
289 -== Tipi di Armi ==
290 -
291 -Le armi si suddividono generalmente in 5 categorie:
292 -
293 -|=(((
294 -Categoria
295 -)))|=(% colspan="1" %)(% colspan="1" %)
296 -(((
297 -[[Classi>>doc:Ships And The Playership]]
298 -)))|=(((
299 -Descrizione
300 -)))
301 -|(((
302 -Armi Primarie
303 -)))|(% colspan="1" %)(% colspan="1" %)
304 -(((
305 -S, M, L
306 -)))|(((
307 -Armi frontali ad energia, controllabili direttamente dal giocatore.
308 -)))
309 -|(((
310 -Lanciatori Secondari
311 -)))|(% colspan="1" %)(% colspan="1" %)
312 -(((
313 -S, M
314 -)))|(((
315 -Armi frontali per il lancio di missili, controllabili direttamente dal giocatore.
316 -)))
317 -|(((
318 -Torrette
319 -)))|(% colspan="1" %)(% colspan="1" %)
320 -(((
321 -M, L, XL
322 -)))|(((
323 -Torrette difensive controllate dall'equipaggio.
324 -)))
325 -|(((
326 -Torrette Missilistiche
327 -)))|(% colspan="1" %)(% colspan="1" %)
328 -(((
329 -L, XL
330 -)))|(((
331 -Torrette difensive controllate dall'equipaggio per il lancio di missili.
332 -)))
333 -|(((
334 -Droni da Difesa
335 -)))|(% colspan="1" %)(% colspan="1" %)
336 -(((
337 -M, L, XL
338 -)))|(((
339 -Unità schierate automaticamente per la difesa e la protezione della nave madre.
340 -)))
341 -
342 -== Utilizzo delle armi ==
343 -
344 -=== Gruppi di Fuoco ===
345 -
346 -Le navi sotto il controllo diretto del giocatore hanno quattro gruppi di fuoco primari e quattro secondari configurabili a piacere dal giocatore nel **Menu Interazioni Nave**. È possibile avere attivo un solo gruppo di fuoco primario e uno secondario contemporaneamente. I pulsanti di fuoco per i due gruppi di fuoco sono indipendenti.
347 -
348 -=== Armi Principali ===
349 -
350 -Le impostazioni di gioco contengono un'opzione chiamata **mira assistita** (abilitata di default). Quando attiva, le armi primarie controllate dal giocatore spareranno automaticamente in un punto davanti al bersaglio in modo che i colpi intercettino il bersaglio mentre si muove in quella direzione. Lo stesso approccio viene seguito autonomamente dalla armi montate sulle torrette di una nave. Quando questa modalità non è attiva, o quando si mira manualmente, le armi spareranno verso la posizione indicata dal cursore.
351 -
352 -=== Missili ===
353 -
354 -I lanciatori secondari montati sulle armi anteriori spareranno nella direzione del cursore quando equipaggiati con missili balistici. Quando invece vengono utilizzati con missili guidati, i lanciatori secondari mostreranno un indicatore di aggancio sul HUD. L'aggancio di questo missili avviene automaticamente puntando l'attuale bersaglio della nave del giocatore.
355 -
356 -Player-controlled (forward-facing), secondary launchers equipped with dumbfire missiles will fire at the cursor's position. When equipped with homing 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.
357 -
358 -== Gestione del Calore ==
359 -
360 -Quando le armi primarie vengono utilizzate, queste generano calore che la nave deve dissipare per mantenere una certa efficienza durante il combattimento. Quando più armi vengono utilizzate contemporaneamente, una grande quantità di calore viene generata e la nave impiegherà più tempo per dissiparla. La quantità di calore accumulata dalle varie armi viene visualizzata dalla barra di calore alla destra di ogni icona dell'arma nel HUD.
361 -
362 -==== Accumulo di calore ridotto ====
363 -
364 -[[image:attach:DPS_1.JPG]]
365 -
366 -Con l'utilizzo ridotto per un breve periodo di tempo, l'accumulo di calore non è solitamente un problema. In questo caso si parla di "**Potenza Raffica Arma**" per quanto riguarda il Danno per Secondo (DPS) delle armi. Quando invece il fuoco è mantenuto per lungo tempo, specialmente quando più armi vengono sparate assieme, il calore obbliga le armi primarie a cessare di funzionare temporaneamente. Quando si spara per lunghi periodi fino a surriscaldare le armi, il DPS delle armi è ridotto e indicato dalla voce "**Potenza Prolungata Arma**".
367 -
368 -//Nota: al momento il valore indicato per questa voce nella schermata per l'acquisto/miglioramento delle navi è incorretto.//
369 -
370 -==== **Accumulo di calore elevato** ====
371 -
372 -**[[image:attach:DPS_2.JPG]]
373 -**
374 -
375 -La barra ha quasi raggiunto il limite e viene indicata con un colore arancione.
376 -
377 -==== Surriscaldamento ====
378 -
379 -[[image:attach:DPS_3.JPG]]
380 -
381 -La barra è rossa e le armi sono state disattivate.
382 -
383 -== Impostazioni per le torrette ==
384 -
385 -=== Regole d'Ingaggio ===
386 -
387 -|=(((
388 -Simbolo
389 -)))|=(((
390 -Significato
391 -)))|=(((
392 -Descrizione
393 -)))
394 -|(((
395 -[[image:attach:Turret_OFF.JPG]]
396 -)))|(((
397 -Torretta Offline
398 -)))|(((
399 -La torretta è disattivata e non farà alcuna azione.
400 -)))
401 -|(((
402 -[[image:attach:Turret_ON.JPG]]
403 -)))|(((
404 -Torretta Online
405 -)))|(((
406 -La torretta è attiva e seguirà una delle modalità indicate qui di seguito.
407 -)))
408 -|(% style="text-align: center;" %)(% style="text-align: center;" %)
409 -(((
410 -[[image:attach:Turret_attack.JPG]]
411 -)))|(((
412 -Attacca Tutti i Nemici
413 -)))|(((
414 -La torretta attaccherà ogni nave ostile a portata.
415 -)))
416 -|(% style="text-align: center;" %)(% style="text-align: center;" %)
417 -(((
418 -[[image:attach:Turret_hold_fire.JPG]]
419 -)))|(((
420 -Attacca il Bersaglio Attuale
421 -)))|(((
422 -La torretta attaccherà solamente il bersaglio attuale nel caso in cui sia ostile.
423 -)))
424 -|(% style="text-align: center;" %)(% style="text-align: center;" %)
425 -(((
426 -[[image:attach:Turret_defned.JPG]]
427 -)))|(((
428 -Difendi Nave
429 -)))|(((
430 -La torretta risponderà al fuoco diretto verso la nave (non ai missili).
431 -)))
432 -|(% colspan="1" style="text-align: center;" %)(% colspan="1" style="text-align: center;" %)
433 -(((
434 -[[image:attach:Turret_missiles.JPG]]
435 -)))|(% colspan="1" %)(% colspan="1" %)
436 -(((
437 -Difesa Missilistica
438 -)))|(% colspan="1" %)(% colspan="1" %)
439 -(((
440 -La torretta tenterà di intercettare tutti i missili in arrivo (non le navi) [Modalità "Difesa Missili" di X3].
441 -)))
442 -|(% colspan="1" style="text-align: center;" %)(% colspan="1" style="text-align: center;" %)
443 -(((
444 -[[image:attach:Turret_mining.JPG]]
445 -)))|(% colspan="1" %)(% colspan="1" %)
446 -(((
447 -Rompi Asteroidi
448 -)))|(% colspan="1" %)(% colspan="1" %)
449 -(((
450 -Supporto per l'(% class="confluence-link" %) estrazione mineraria[[doc:Trading And Mining]](%%) di materiali solidi dagli asteroidi.
451 -)))
452 -
453 -=== Controllo delle Torrette per le Navi Medie ===
454 -
455 -A dipendenza del modello della nave, possono esserci da 2 a 4 torrette.
456 -
457 -Le impostazioni per singola torretta sono visibili al centro della parte alta dello schermo.
458 -
459 -[[image:attach:Turret_info_2.JPG]]
460 -
461 -=== Controllo Totale per Tutte le Navi ===
462 -
463 -* Controllo personalizzabile per tutte le navi.
464 -* Ogni gruppo di torrette è composto da almeno una torretta:
465 -** Ogni gruppo ha le medesime impostazioni disponibili nei comandi rapidi via HUD.
466 -** Inoltre, è possibile applicare lo stesso comando a tutti i gruppi di torrette contemporaneamente.
467 -* Disponibili in due luoghi distinti tramite menu a tendina:
468 -** Nella nave pilotata, dal **Menu Interazione Nave** 
469 -[[image:attach:Turret_info_3.JPG]]
470 -** Per tutte le navi, nel **Menu Informazioni Nave** (parte bassa delle impostazioni)
471 -[[image:attach:Turret_info.JPG]]
472 -
473 -== Droni da Difesa ==
474 -
475 -Queste piccole navette possono essere equipaggiate per essere operata dalle navi con Attracchi per navi piccole (S), come Fregate (M), Incrociatori (L) e Carrier (XL).
476 -
477 -I droni da difesa sono:
478 -
479 -* economici (~~15'000 Cr),
480 -* dotati di un Laser a Impulsi Mk1,
481 -* scafo comparabile ad uno scout (1'900 MJ),
482 -* non hanno scudi,
483 -* vengono riparati automaticamente dalle loro navi dopo aver attraccato.
484 -
485 -== Bottino ==
486 -
487 -Effettuando l'Hacking o distruggendo navi e magazzini delle stazioni farà espellere nello spazio parte del carico che altre navi potranno raccogliere. Raccogliere la merce rilasciata da una stazione è considerato un furto, e la stazione potrebbe diventare ostile nei confronti delle navi che stanno perpetuando questa azione. Le navi NPC hanno anche la possibilità di abbandonare merce per l'inventario del giocatore, in base al tipo e fazione della nave.
488 -
489 -== Gestione Flotte ==
490 -
491 -Le navi possono essere organizzate in gruppi gerarchici composti da un **leader** seguito da numerosi **gregari**, spesso riferiti come squadroni, ma organizzati in molteplici livelli nel momento in cui un leader può seguire gli ordini di un altro leader.
492 -
493 -Per creare una flotta, il modo più semplice è quello di selezionare, tramite la mappa, più navi che andranno a diventare i gregari di un leader per poi cliccare con il destro sul nuovo leader. Il menu contestuale mostrerà ora le opzioni di **assegnamento** come ad esempio il nuovo comportamento di **difendere** il leader. Selezionando questa opzione farà spostare tutte queste navi nella gerarchia di questo leader. Un simbolo "+" apparirà accanto al leader nella //lista degli oggetti// così come nelle //proprietà possedute// ad indicare la nuova flotta appena creata.
494 -
495 -Le navi che sono in una squadra o una flotta possono ancora ricevere ordini espliciti dal giocatore. Questi ordini andranno a prendere la precedenza sul comportamento rispetto al loro leader per tutta la durata. In questo modo un giocatore può usare qualsiasi nave per un rifornimento rapido o per cambiare il bersaglio a una nave durante una battaglia.
496 -
497 -Quando le navi sono in una squadra o una flotta, possono anche volare in formazione. Il menu di comando del leader permette la selezione della formazione da usare al momento.
498 -
499 -
500 -{{/sv-translation}}
Confluence.Code.ConfluencePageClass[0]
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... ... @@ -1,1 +1,1 @@
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1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/81133805/Combat And Weapons
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77300555/Combat and Weapons