Changes for page Combat And Weapons
Last modified by Daniel Turner on 2024/01/11 14:32
From version 71.1
edited by Daniel Turner
on 2021/03/26 21:46
on 2021/03/26 21:46
Change comment:
added formations. user: gorman2040
To version 98.2
edited by Daniel Turner
on 2023/11/24 11:21
on 2023/11/24 11:21
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There is no comment for this version
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... ... @@ -1,0 +1,1 @@ 1 +X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.WebHome - Tags
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... ... @@ -1,42 +1,45 @@ 1 -{{sv-translation language="en"}} 1 +{{info}} 2 +Updated for version 5.10 3 +{{/info}} 2 2 3 3 6 + 4 4 {{toc/}} 5 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]]. 11 +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:X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.Capturing Ships And Sectors.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]]. 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. 15 +[[Ships armed>>doc:X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.Purchasing And Upgrading Ships.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]] 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). 17 +Individual surface elements on[[ Large and Extra Large ships>>doc:X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.Ships And The Player Ship.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]] 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.19 +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:X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.Purchasing And Upgrading Ships.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]]). 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="font-family:Arial,sans-serif; font-size:10.5pt" %)duelling (%%)opponents, superior numbers are another way to win battles. 17 17 18 18 == Weapon Types == 19 19 20 - (% style="color: rgb(51,51,51);" %)categories[[Weapons fall into 5 general>>doc:Purchasing And Upgrading Ships]](%%):23 +[[Weapons fall into 5 general categories>>doc:X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.Purchasing And Upgrading Ships.WebHome]] 21 21 22 22 * **Main **weapons**:** 23 -** **Primary Guns** (forward-facing weapons on [[S,MandL ships>>doc:ShipsAndThePlayership]])26 +** **Primary Guns** (forward-facing weapons on (% class="confluence-link" %)S, M,L [[ships>>doc:X4 Foundations Wiki.Manual and Guides.Objects in the Game Universe.Ships.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]] and some battleships(%%)) 24 24 ** **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) 30 +* **[[Defence Drones>>doc:X4 Foundations Wiki.Manual and Guides.Objects in the Game Universe.Equipment.Consumables.Drones.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]]** (deployable from some M, L and XL ships) 28 28 29 29 **Main weapons **are controlled by the player when captaining their ship, and Defence Drones will deploy automatically to protect their mothership if piloted by an NPC. 30 30 31 -== Main Weapon Aiming (Guns) == 34 +=== Main 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) == 38 +=== Main Weapon Aiming (Missiles) === 36 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.40 +Player-controlled (forward-facing), secondary launchers (% style="font-family:Arial,sans-serif; font-size:10.5pt" %)equipped (%%)with dumbfire missiles will fire at the cursor's position. When (% style="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 == 42 +=== Main Weapon Firegroups === 40 40 41 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 42 ... ... @@ -47,11 +47,11 @@ 47 47 * Change Primary Firegroup: **1**/**2**/**3**/**4** 48 48 * Change Secondary Firegroup **5**/**6**/**7**/**8 ** 49 49 50 -== Main Weapon Heat == 53 +=== Main Weapon Heat === 51 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//). 57 +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:X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.Purchasing And Upgrading Ships.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]]. 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:X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.Purchasing And Upgrading Ships.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]] lists incorrect sustained MW values//). 55 55 56 56 **Minor heat buildup** (bar the on right is short) 57 57 ... ... @@ -75,7 +75,7 @@ 75 75 ** Target Target [[image:attach:Turret_hold_fire.JPG]]: Will only attack the selected target if it is hostile 76 76 ** Defend Ship [[image:attach:Turret_defned.JPG]]: Returns fire on things that attacks the ship (not missiles) 77 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]] 81 +** Break Asteroids [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.Combat And Weapons.Trading And Mining]] 79 79 80 80 ==== HUD Controls for Turrets on Medium ships: ==== 81 81 ... ... @@ -105,13 +105,12 @@ 105 105 106 106 Summary of capabilities: 107 107 108 -(% style="list-style-type: square;" %)111 +(% style="list-style-type:square" %) 109 109 * Cheap (~~15,000 Cr) 110 110 * Equipped with a Pulse Laser Mk1 111 111 * Scout-level hull integrity (1,900 MJ) 112 112 * Do not have shields 113 -* Auto-repaired by their motherships after docking** 114 -** 116 +* Auto-repaired by their motherships after docking 115 115 116 116 == Attacking specific station modules == 117 117 ... ... @@ -139,1203 +139,117 @@ 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 -=== For mations ===144 +=== Fleet subordinates === 143 143 144 -Breakdown of each formation as of version 4.00 first screenshot is from the top (default map view) and the second is a perspective trying to show space usage. 145 - 146 -==== Backward cross ==== 147 - 148 -[[image:attach:Backward Cross-ABOVE.PNG]][[image:attach:Backward Cross-PERSPECTIVE.PNG]] 149 - 150 -==== Backward X-shape ==== 151 - 152 -[[image:attach:Backward X-shape-ABOVE.PNG]][[image:attach:Backward X-shape-PERSPECTIVE.PNG]] 153 - 154 -==== Circle ==== 155 - 156 -[[image:attach:Circle-ABOVE.PNG]][[image:attach:Circle-PERSPECTIVE.PNG]] 157 - 158 -==== Cross ==== 159 - 160 -[[image:attach:Cross-ABOVE.PNG]][[image:attach:Cross-PERSPECTIVE.PNG]] 161 - 162 -==== Eagle ==== 163 - 164 - 165 - 166 -==== Echelon ==== 167 - 168 - 169 - 170 -==== Forward cross ==== 171 - 172 -[[image:attach:Forward Cross-ABOVE.PNG]][[image:attach:Forward Cross-PERSPECTIVE.PNG]] 173 - 174 - 175 -{{/sv-translation}} 176 - 177 -{{sv-translation language="de"}} 178 - 179 - 180 -{{toc/}} 181 - 182 -== Kämpfen == 183 - 184 -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]]. 185 - 186 -== Kampf == 187 - 188 -[[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. 189 - 190 -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). 191 - 192 -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. 193 - 194 -== Waffentypen == 195 - 196 -(% 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]](%%): 197 - 198 -* **Hauptwaffen:** 199 -** **Primärwaffen **(nach vorne gerichtete Waffen auf [[S-, M- und L-Schiffen>>doc:Ships And The Playership]]) 200 -** **Sekundäre Abschussrampe** (nach vorne gerichtete Waffen auf S- und M-Schiffen) 201 -* **Geschütztürme** (verfügbar auf M-, L- und XL-Schiffen) 202 -* **Raketentürme **(verfügbar auf L- und XL-Schiffen) 203 -* **[[Verteidigungsdrohnen>>doc:X4WIKI.Drones||shape="rect"]]** (einsetzbar von einigen M-, L- und XL-Schiffen) 204 - 205 -**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. 206 - 207 -== Ziel der Hauptwaffe (Geschütze) == 208 - 209 -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. 210 - 211 -== Ziel der Hauptwaffe (Raketen) == 212 - 213 -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. 214 - 215 -== Hauptwaffen-Feuergruppen == 216 - 217 -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).// 218 -// 219 - 220 -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. 221 - 222 -Die Umschaltung der Firegroups erfolgt über **Hotkeys**: 223 - 224 -* ((( 225 -Ändern der primären Feuergruppe:** 1/2/3/4** 226 -))) 227 -* Ändern der sekundären Feuergruppe: **5**/**6**/**7**/**8 ** 228 - 229 -== Hauptwaffen-Hitze == 230 - 231 -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). 232 - 233 -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//). 234 - 235 - 236 - 237 -**Geringe Erwärmung** (Balken rechts ist kurz) 238 - 239 -[[image:attach:DPS_1.JPG]] 240 - 241 -**Starke Hitzeentwicklung** (Balken ist lang und orange) 242 - 243 -[[image:attach:DPS_2.JPG]] 244 - 245 -**Überhitzt** (Balken ist rot, und Waffen haben sich abgeschaltet) 246 - 247 -[[image:attach:DPS_3.JPG]] 248 - 249 -== Turm-Einstellungen == 250 - 251 -==== Order für Türme: ==== 252 - 253 -* Turm offline [[image:attach:Turret_OFF.JPG]]: Wird keine Maßnahmen ergreifen. 254 -* Turm online [[image:attach:Turret_ON.JPG]]: Trifft die folgenden Maßnahmen:\\ 255 -** Feinde angreifen [[image:attach:Turret_attack.JPG]]: Angriffe auf alle Feinde durchführen 256 -** Ziel-Ziel [[image:attach:Turret_hold_fire.JPG]]: Greift das ausgewählte Ziel nur an, wenn es feindlich ist. 257 -** Schiff verteidigen [[image:attach:Turret_defned.JPG]]: Schiesst auf Objekte zurück, die das Schiff angreifen (keine Raketen). 258 -** Raketenabwehr [[image:attach:Turret_missiles.JPG]]: (% class="confluence-link" %)Versucht nur, ankommende Raketen abzufangen (keine Schiffe) -[X3 'Nur Raketen' Modus]. 259 -** Asteroiden brechen [[image:attach:Turret_mining.JPG]]: Unterstützt den [[Abbau von festen Materialien>>doc:Trading And Mining]]. 260 - 261 -==== HUD-Kontrollen für Türme auf mittelgroßen Schiffen: ==== 262 - 263 -* ((( 264 -Je nach Schiffsmodell können 2-4 Türme vorhanden sein. 265 -))) 266 -* Die Symbole für die Einstellungen pro Turm befinden sich in der oberen Mitte des Bildschirms: 267 - 268 -(% style="margin-left: 30.0px;" %) 269 -[[image:attach:Turret_info_2.JPG]] 270 - 271 -==== Volle Kontrolle für alle Schiffe: ==== 272 - 273 -* Anpassbare Turmsteuerungen für alle Schiffe 274 -* Jeder Turm oder jede Turmgruppe (pairs of Mediums),hat Einstellungen: 275 -** Jede Einstellung bietet die gleichen Optionen wie die oben genannten HUD-Steuerelemente. 276 -** Zusätzlich gibt es eine Einstellung, die es erlaubt,** eine Option auf alle Türme anzuwenden**. 277 -* An zwei Stellen über Dropdown-Menüs verfügbar:\\ 278 -** **Gesteuertes Schiff: Schiffsmenü** (klicken Sie auf das Chevron in der oberen Mitte des Bildschirms): 279 -[[image:attach:Turret_info.JPG]] 280 -** **Alle Schiffe im Besitz: Schiffsinfo-Menü** (die Konfigurationseinstellungen für das Turmverhalten befinden sich in der Nähe des unteren Bereichs): 281 -[[image:attach:Turret_info_3.JPG]] 282 - 283 -== Verteidigungsdrohnen == 284 - 285 -Diese kleinen Drohnen können für Schiffe mit kleinen Docks (Fregatten, L und XL-Schiffe) ausgerüstet und von diesen eingesetzt werden. 286 - 287 -Zusammenfassung der Fähigkeiten: 288 - 289 -* Billig (~~15.000 Cr) 290 -* Ausgestattet mit einem Pulslaser Mk1 291 -* Rumpfintegrität auf Scout-Level (1.900 MJ) 292 -* Keine Schutzschilde vorhanden 293 -* Automatisch repariert von ihren Mutterschiffen nach dem Andocken. 294 - 295 -== Beute == 296 - 297 -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. 298 - 299 -== Flottenmanagement == 300 - 301 -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. 302 - 303 -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. 304 - 305 -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. 306 - 307 -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. 308 -{{/sv-translation}} 309 - 310 -{{sv-translation language="it"}} 311 -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]](%%). 312 - 313 -== Combattimento == 314 - 315 -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. 316 - 317 -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. 318 - 319 -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. 320 - 321 -== Tipi di Armi == 322 - 323 -Le armi si suddividono generalmente in 5 categorie: 324 - 325 -|=((( 326 -Categoria 327 -)))|=(% colspan="1" %)(% colspan="1" %) 146 +(% class="comment-content wiki-content" %) 328 328 ((( 329 -[[Classi>>doc:Ships And The Playership]] 330 -)))|=((( 331 -Descrizione 332 -))) 333 -|((( 334 -Armi Primarie 335 -)))|(% colspan="1" %)(% colspan="1" %) 336 -((( 337 -S, M, L 338 -)))|((( 339 -Armi frontali ad energia, controllabili direttamente dal giocatore. 340 -))) 341 -|((( 342 -Lanciatori Secondari 343 -)))|(% colspan="1" %)(% colspan="1" %) 344 -((( 345 -S, M 346 -)))|((( 347 -Armi frontali per il lancio di missili, controllabili direttamente dal giocatore. 348 -))) 349 -|((( 350 -Torrette 351 -)))|(% colspan="1" %)(% colspan="1" %) 352 -((( 353 -M, L, XL 354 -)))|((( 355 -Torrette difensive controllate dall'equipaggio. 356 -))) 357 -|((( 358 -Torrette Missilistiche 359 -)))|(% colspan="1" %)(% colspan="1" %) 360 -((( 361 -L, XL 362 -)))|((( 363 -Torrette difensive controllate dall'equipaggio per il lancio di missili. 364 -))) 365 -|((( 366 -Droni da Difesa 367 -)))|(% colspan="1" %)(% colspan="1" %) 368 -((( 369 -M, L, XL 370 -)))|((( 371 -Unità schierate automaticamente per la difesa e la protezione della nave madre. 372 -))) 148 +Subordinate group modes: 149 + Attack - Ships will attack their commander's target. 150 + Intercept - Ships will attack any hostile non-capital ships that come into their operational range*. 151 + Defend - Prior escort behavior before new modes were implemented. Think of this as automatic mode. Subordinate behavior depends a lot on what their commander is doing at the time. 152 +\\Docked - Orders all subordinates in the specified group to dock and ignore all targets (% class="text-italics" %)//including their commanders' attackers//(%%). Does not affect ships that are unable to dock at their commander. 153 + Launched - Orders all subordinates in the specified group to act on their specified behavior. (Note that for fighters subordinate to a carrier, this may mean that they stay docked at their commander.) 154 + On those last two, please note the bug acknowledged in the post right above this one. You should get the fix for that bug in a future update. 155 +\\* Operational range is always their commander's radar range. This was implemented this way for clarity since this is what you see as what your ship is aware of. 373 373 374 -== Utilizzo delle armi == 375 375 376 -=== Gruppi di Fuoco === 377 - 378 -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. 379 - 380 -=== Armi Principali === 381 - 382 -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. 383 - 384 -=== Missili === 385 - 386 -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. 387 - 388 -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. 389 - 390 -== Gestione del Calore == 391 - 392 -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. 393 - 394 -==== Accumulo di calore ridotto ==== 395 - 396 -[[image:attach:DPS_1.JPG]] 397 - 398 -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**". 399 - 400 -//Nota: al momento il valore indicato per questa voce nella schermata per l'acquisto/miglioramento delle navi è incorretto.// 401 - 402 -==== **Accumulo di calore elevato** ==== 403 - 404 -**[[image:attach:DPS_2.JPG]] 405 -** 406 - 407 -La barra ha quasi raggiunto il limite e viene indicata con un colore arancione. 408 - 409 -==== Surriscaldamento ==== 410 - 411 -[[image:attach:DPS_3.JPG]] 412 - 413 -La barra è rossa e le armi sono state disattivate. 414 - 415 -== Impostazioni per le torrette == 416 - 417 -=== Regole d'Ingaggio === 418 - 419 -|=((( 420 -Simbolo 421 -)))|=((( 422 -Significato 423 -)))|=((( 424 -Descrizione 158 +Taken from here: [[https:~~/~~/forum.egosoft.com/viewtopic.php?f=192&t=421644&start=15#p4908844>>url:https://forum.egosoft.com/viewtopic.php?f=192&t=421644&start=15#p4908844||rel="nofollow" shape="rect" class="external-link"]] 425 425 ))) 426 -|((( 427 -[[image:attach:Turret_OFF.JPG]] 428 -)))|((( 429 -Torretta Offline 430 -)))|((( 431 -La torretta è disattivata e non farà alcuna azione. 432 -))) 433 -|((( 434 -[[image:attach:Turret_ON.JPG]] 435 -)))|((( 436 -Torretta Online 437 -)))|((( 438 -La torretta è attiva e seguirà una delle modalità indicate qui di seguito. 439 -))) 440 -|(% style="text-align: center;" %)(% style="text-align: center;" %) 441 -((( 442 -[[image:attach:Turret_attack.JPG]] 443 -)))|((( 444 -Attacca Tutti i Nemici 445 -)))|((( 446 -La torretta attaccherà ogni nave ostile a portata. 447 -))) 448 -|(% style="text-align: center;" %)(% style="text-align: center;" %) 449 -((( 450 -[[image:attach:Turret_hold_fire.JPG]] 451 -)))|((( 452 -Attacca il Bersaglio Attuale 453 -)))|((( 454 -La torretta attaccherà solamente il bersaglio attuale nel caso in cui sia ostile. 455 -))) 456 -|(% style="text-align: center;" %)(% style="text-align: center;" %) 457 -((( 458 -[[image:attach:Turret_defned.JPG]] 459 -)))|((( 460 -Difendi Nave 461 -)))|((( 462 -La torretta risponderà al fuoco diretto verso la nave (non ai missili). 463 -))) 464 -|(% colspan="1" style="text-align: center;" %)(% colspan="1" style="text-align: center;" %) 465 -((( 466 -[[image:attach:Turret_missiles.JPG]] 467 -)))|(% colspan="1" %)(% colspan="1" %) 468 -((( 469 -Difesa Missilistica 470 -)))|(% colspan="1" %)(% colspan="1" %) 471 -((( 472 -La torretta tenterà di intercettare tutti i missili in arrivo (non le navi) [Modalità "Difesa Missili" di X3]. 473 -))) 474 -|(% colspan="1" style="text-align: center;" %)(% colspan="1" style="text-align: center;" %) 475 -((( 476 -[[image:attach:Turret_mining.JPG]] 477 -)))|(% colspan="1" %)(% colspan="1" %) 478 -((( 479 -Rompi Asteroidi 480 -)))|(% colspan="1" %)(% colspan="1" %) 481 -((( 482 -Supporto per l'(% class="confluence-link" %) estrazione mineraria[[doc:Trading And Mining]](%%) di materiali solidi dagli asteroidi. 483 -))) 484 484 485 -=== Controllo delle Torrette per le NaviMedie===161 +=== Formations === 486 486 487 - A dipendenzadel modellodella nave,possonoessercida 2 a4torrette.163 +Breakdown of each formation as of version 4.00. 488 488 489 - Leimpostazionipersingolatorrettasonovisibilialcentrodella partealtadello schermo.165 +First screenshot is from the top (default map view) and the second is a perspective trying to show space usage. 490 490 491 - [[image:attach:Turret_info_2.JPG]]167 +Most of those screenshots are with a fleet of 20 ships. 492 492 493 - ===ControlloTotaleperTutteleNavi ===169 +Each formation requires a skill level, indicated in parenthesis after the name. 494 494 495 -* Controllo personalizzabile per tutte le navi. 496 -* Ogni gruppo di torrette è composto da almeno una torretta: 497 -** Ogni gruppo ha le medesime impostazioni disponibili nei comandi rapidi via HUD. 498 -** Inoltre, è possibile applicare lo stesso comando a tutti i gruppi di torrette contemporaneamente. 499 -* Disponibili in due luoghi distinti tramite menu a tendina: 500 -** Nella nave pilotata, dal **Menu Interazione Nave** 501 -[[image:attach:Turret_info_3.JPG]] 502 -** Per tutte le navi, nel **Menu Informazioni Nave** (parte bassa delle impostazioni) 503 -[[image:attach:Turret_info.JPG]] 171 +==== Backward Cross (2 stars) ==== 504 504 505 - ==DronidaDifesa==173 +[[image:attach:Backward Cross-ABOVE.PNG]][[image:attach:Backward Cross-PERSPECTIVE.PNG]] 506 506 507 - Questepiccole navette possono essere equipaggiate per essere operatadallenavi con Attracchi per navipiccole (S),come Fregate (M), Incrociatori (L)e Carrier (XL).175 +==== Backward X-shape (2 stars) ==== 508 508 509 - I dronidadifesa sono:177 +[[image:attach:Backward X-shape-ABOVE.PNG]][[image:attach:Backward X-shape-PERSPECTIVE.PNG]] 510 510 511 -* economici (~~15'000 Cr), 512 -* dotati di un Laser a Impulsi Mk1, 513 -* scafo comparabile ad uno scout (1'900 MJ), 514 -* non hanno scudi, 515 -* vengono riparati automaticamente dalle loro navi dopo aver attraccato. 179 +==== Circle (0 star) ==== 516 516 517 - ==Bottino ==181 +[[image:attach:Circle-ABOVE.PNG]][[image:attach:Circle-PERSPECTIVE.PNG]] 518 518 519 - Effettuandol'Hacking o distruggendonavi e magazzini dellestazioni farà espellerenellospazio parte del carico che altre navi potranno raccogliere. Raccogliere la merce rilasciatada 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.183 +==== Cross (2 stars) ==== 520 520 521 - == GestioneFlotte ==185 +[[image:attach:Cross-ABOVE.PNG]][[image:attach:Cross-PERSPECTIVE.PNG]] 522 522 523 - Lenavi possono essere organizzate in gruppi gerarchici composti da un **leader**seguitoda numerosi **gregari**, spesso riferiti come squadroni, ma organizzati in molteplici livelli nel momento in cui un leader puòseguiregli ordini di un altro leader.187 +==== Eagle (4 stars) ==== 524 524 525 - Per creare una flotta,ilmodo più semplice è quello di selezionare, tramite lamappa, più navicheandranno a diventare igregari di unleader per poi cliccare con il destro sul nuovo leader.Ilmenu contestuale mostrerà ora le opzioni di **assegnamento** comead esempio il nuovo comportamento di **difendere** il leader. Selezionando questa opzione farà spostare tutte queste navi nella gerarchiadi questo leader. Un simbolo "+" apparirà accanto al leader nella //lista degli oggetti// così come nelle //proprietà possedute// ad indicare la nuova flotta appena creata.189 +[[image:attach:Eagle-ABOVE.PNG]][[image:attach:Eagle-PERSPECTIVE.PNG]] 526 526 527 - Lenavichesono in una squadra o una flotta possonoancoraricevere ordini espliciti dal giocatore. Questiordini 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.191 +==== Echelon (5 stars) ==== 528 528 529 - Quando lenavi sono in una squadra o una flotta, possono anchevolare in formazione.Il menu dicomando del leader permette laselezione della formazione da usare al momento.193 +[[image:attach:Echelon-ABOVE.PNG]][[image:attach:Echelon-PERSPECTIVE.PNG]] 530 530 531 - 532 -{{/sv-translation}} 195 +==== Forward Cross (2 stars) ==== 533 533 534 - {{sv-translationlanguage="zh"}}197 +[[image:attach:Forward Cross-ABOVE.PNG]][[image:attach:Forward Cross-PERSPECTIVE.PNG]] 535 535 199 +==== Forward X-shape (2 stars) ==== 536 536 537 - {{toc/}}201 +[[image:attach:Forward X-shape-ABOVE.PNG]][[image:attach:Forward X-shape-PERSPECTIVE.PNG]] 538 538 539 -== 战斗==203 +==== Horizontal Dart (5 stars) ==== 540 540 541 - 历史总是由胜利者来书写,总有巨大的财富等待着那些愿以武力取之的勇士。不管是为了抵御玩家的贸易船以应对海盗的掠夺,还是为了征服整个银河系,你从来都不会缺乏整军备战的理由。战斗虽然有可能会损失舰船,但也能夺取更多舰船或是征服星区。205 +[[image:attach:Horizontal Dart-ABOVE.PNG]][[image:attach:Horizontal Dart-PERSPECTIVE.PNG]] 542 542 543 -== 战斗==207 +==== Inverse Point Guard (3 stars) ==== 544 544 545 - 配备有正面武器、炮塔和防御无人机的飞船可以攻击其他飞船。护盾可以在其被耗尽前吸收伤害,但在一段时间未受伤害后就会开始回复。有些护盾用于保护船体,有些大型飞船上的护盾则是用于保护附近的飞船模块。209 +[[image:attach:Inverse Point Guard-ABOVE.PNG]][[image:attach:Inverse Point Guard-PERSPECTIVE.PNG]] 546 546 547 - L级和XL级飞船表面的各个独立模块可以被单独击毁以让其失效,不过那些模块有可能拥有单独的护盾。一旦护盾耗尽,船体或模块本身便会开始承受伤害。如果一个模块的“结构值”降为0,它便会失效,直至被修复;如果船体本身的结构值降为0,它就会被击毁(如果玩家正好在这艘飞船上,那就意味着游戏结束了)。211 +==== Inverse V-shape (1 star) ==== 548 548 549 - 玩家可以自由选择所有飞船上的炮塔配置,以及小型和中型船只的主武器配置(查看飞船菜单的武器配置部分以获取更多信息)。这使得玩家可以可以从细节上配置飞船使其满足特定用途(例如高强度火力的远程武器,或是高精度的近程武器)。大多数飞船都有自身火力无法覆盖到的火力死角,那些死角便是敌人与其机动时的理想角度。尽管单艘飞船能够表现出很好的战斗效果,数量取胜也不失为一个不错的选择。213 +[[image:attach:Inverse V-shape-ABOVE.PNG]][[image:attach:Inverse V-shape-PERSPECTIVE.PNG]] 550 550 551 -== 武器种类==215 +==== Line Abreast (0 star) ==== 552 552 553 - 武器分为5大类:217 +[[image:attach:Line Abreast-ABOVE.PNG]][[image:attach:Line Abreast-PERSPECTIVE.PNG]] 554 554 555 -* 主武器: 556 -** 主炮(可装备于S、M和L级别飞船的前向射击武器) 557 -** 次级发射装置(可装备于S和M级飞船的前向射击武器) 558 -* 炮塔(可用于M、L及XL级飞船) 559 -* 导弹发射台(可用于M、L及XL级飞船) 560 -* 防御无人机(可从部分M、L及XL级飞船上部署) 219 +==== Line Astern (0 star) ==== 561 561 562 - 主武器由玩家自己来操控,炮塔由船员操控,而防御无人机则会在需要时自动部署以防御母舰。221 +[[image:attach:Line Astern-ABOVE.PNG]][[image:attach:Line Astern-PERSPECTIVE.PNG]] 563 563 564 -== 主武器瞄准(火炮)==223 +==== Point Guard (3 stars) ==== 565 565 566 - 游戏设置中包含一个“辅助瞄准”选项(默认开启)。当开启时,玩家控制的主炮会自动瞄准目标的提前量预判点。飞船的炮塔也会自动使用这个功能。当“辅助瞄准”关闭或是手动瞄准时,主炮会瞄准鼠标所指方向。225 +[[image:attach:Point Guard-ABOVE.PNG]][[image:attach:Point Guard-PERSPECTIVE.PNG]] 567 567 568 -== 主武器瞄准(导弹)==227 +==== Semicircle (0 star) ==== 569 569 570 - 玩家控制的前向次级发射器在装填无制导火箭弹时会向鼠标所指方向发射。装备制导导弹时,次级发射器会通过HUD上的锁定标记尝试锁定玩家的目标。次级发射器默认通过“L”键发射。229 +[[image:attach:Semicircle-ABOVE.PNG]][[image:attach:Semicircle-PERSPECTIVE.PNG]] 571 571 572 -== 主武器编组==231 +==== Triangle (1 star) ==== 573 573 574 - 在“飞船信息”,“武器配置”,“武器”中(例如S级脉冲激光Mk1),有4个各包含两组武器的配置。这些分别被标为主武器与副武器(见上方)。233 +[[image:attach:Triangle-ABOVE.PNG]][[image:attach:Triangle-PERSPECTIVE.PNG]] 575 575 576 - 这四组配置允许玩家分别配置主武器与副武器。只要你愿意,完全可以把同一件武器配到所有8组配置里。235 +==== Twin (4 stars) ==== 577 577 578 - 武器组通过该快捷键切换:237 +[[image:attach:Twin-ABOVE.PNG]][[image:attach:Twin-PERSPECTIVE.PNG]] 579 579 580 -* 切换主武器组:1/2/3/4 581 -* 切换副武器组:5/6/7/8 239 +==== V-shape (1 star) ==== 582 582 583 - == 主武器发热量 ==241 +[[image:attach:V-shape-ABOVE.PNG]][[image:attach:V-shape-PERSPECTIVE.PNG]] 584 584 585 - 主炮开火时会产生热量,飞船必须进行散热以保持作战效率。多门武器同时开火时,飞船会快速累积热量,散热所需时间也会变长。同时使用多件武器所累积的热量会显示在HUD上每件武器图标右侧的热量条中。(见下方图片)243 +==== Vertical Dart (5 stars) ==== 586 586 587 - 短时间开火时,热量累积通常不是问题,此时主炮的DPS相当于飞船购买/升级菜单中的“武器爆发输出值”。当长时间开火,尤其是多门武器同时开火时,热量累积可能会导致武器暂时哑火。当长时间开火导致过热(且武器哑火)时,主炮的DPS就会降质“武器持续性输出值”(注意此时飞船购买/升级菜单中列出的武器持续性输出MW值并不正确)。245 +[[image:attach:Vertical Dart-ABOVE.PNG]][[image:attach:Vertical Dart-PERSPECTIVE.PNG]] 588 588 589 - 轻度热量堆积(右侧指示条短)247 +==== Vulcan (5 stars) ==== 590 590 591 -[[image:attach: DPS_1.JPG]]249 +[[image:attach:Vulcan-ABOVE.PNG]][[image:attach:Vulcan-PERSPECTIVE.PNG]] 592 592 593 - 重度热量堆积(指示条长,橙色)251 +==== W-shape (4 stars) ==== 594 594 595 -[[image:attach: DPS_2.JPG]]253 +[[image:attach:W-shape-ABOVE.PNG]][[image:attach:W-shape-PERSPECTIVE.PNG]] 596 596 597 - 过热(指示条红色,武器关闭)255 +==== X-shape (2 stars) ==== 598 598 599 -[[image:attach:DPS_3.JPG]] 600 - 601 -== 炮塔设置 == 602 - 603 -==== 炮塔交战规则 ==== 604 - 605 -* 炮塔离线[[image:attach:Turret_OFF.JPG]]:不会进行任何行动 606 -* 炮塔在线[[image:attach:Turret_ON.JPG]]:将进行以下行动: 607 -** 攻击敌人[[image:attach:Turret_attack.JPG]]:攻击任何敌对目标 608 -** 攻击目标[[image:attach:Turret_hold_fire.JPG]]:将只攻击选中的敌对目标 609 -** 防御飞船[[image:attach:Turret_defned.JPG]]:还击攻击本飞船的单位(不包括导弹) 610 -** 导弹防御[[image:attach:Turret_missiles.JPG]]:将只尝试拦截来袭导弹(不包括飞船)- [X3“仅导弹”模式] 611 -** 击碎小行星[[image:attach:Turret_mining.JPG]]:支援采集固体矿物 612 - 613 -==== 中型飞船炮塔的抬头显示控制 ==== 614 - 615 -* 取决于飞船型号,可能有2-4个炮塔 616 -* 每个炮塔的设置图标在屏幕顶部中间: 617 - 618 -[[image:attach:Turret_info_2.JPG]] 619 - 620 -==== 完全控制所有飞船: ==== 621 - 622 -* 为所有飞船设置炮塔控制 623 -* 每个或每组炮塔(一对中型),可以设置: 624 -** 每个设置提供和上面抬头显示控制同样的选项 625 -** 另外,还有一个设置可以应用一个选项到所有炮塔 626 -* 通过下拉菜单在两处可用: 627 -** 当前驾驶飞船:飞船菜单(点击屏幕顶部中央的V形标志): 628 -[[image:attach:Turret_info.JPG]] 629 -** 所有拥有飞船:飞船信息菜单(炮塔行为设置位于底部附近): 630 -[[image:attach:Turret_info_3.JPG]] 631 - 632 -== 防御无人机 == 633 - 634 -这些小东西可以装备到、或者操纵于带有小型泊位的飞船(护卫舰,大型和超大型飞船)。 635 - 636 -能力概要: 637 - 638 -* 便宜(~~15,000 Cr) 639 -* 装备脉冲激光Mk1 640 -* 侦察机级船体值(1,900 MJ) 641 -* 无护盾 642 -* 停泊后由母舰自动修理 643 - 644 -== 攻击特定的空间站模块 == 645 - 646 -可以命令玩家编队中的飞船攻击指定模块。例如,仓储,防御或管理模块。 647 - 648 -操作过程: 649 - 650 -* 打开地图 651 -* 展开空间站信息,可以看到具体的模块(见下图) 652 -* 左键点击你要攻击的模块 653 -* 在玩家飞船(或编队中指定飞船)上右键点击选择“编队:攻击我的目标“ 654 -** 如果命令不可用,重新选择此模块,按”T“重试 655 - 656 -== 劫掠 == 657 - 658 -骇入或摧毁飞船和空间站仓储模块会让它们掉出一些可由其他飞船搜集的货物。搜集从空间站掉出的货物会被认为是偷盗行为,可能会导致空间站对其转为敌对状态。被击毁的NPC飞船根据类型和派系的不同,也有可能掉出一些可供搜集至玩家存货的物品 659 - 660 -== 舰队管理 == 661 - 662 -飞船可以进行分级编队。一架长机与几架僚机可以组成一个小队,当该小队的长机同时又听命于别的长机时,便会组成多层级编队。 663 - 664 -配置这样一支舰队最简单的办法就是在星图上选择一艘或者多艘要作为僚机的飞船,然后再右键点击长机。此时功能菜单会显示“指派”选项,例如命令他们对长机执行“防御”指令。选择该选项后所有的选中飞船都会成为该长机的下级。此时目标清单和现有资产菜单中该长机前方会显示一个“+”号。 665 - 666 -处在小队或舰队中的飞船仍然能收到并执行具体的玩家指令。玩家的指令会覆盖他们当前跟随长机所执行的指令。因此玩家可以随时指派任何飞船进行贸易或是改变这些飞船在战斗中的目标。 667 - 668 -处在小队或舰队中的飞船可以进行编队飞行。长机的命令菜单里允许选择当前可用的编队阵型。 669 - 670 - 671 -{{/sv-translation}} 672 - 673 -{{sv-translation language="ru"}} 674 - 675 - 676 -{{toc/}} 677 - 678 -== Бой == 679 - 680 -Историю всегда пишут победители, а великие сокровища ждут тех, кто их завоюет. Будь то защита принадлежащих игроку торговцев от мародерствующих пиратов или завоевание галактики, всегда найдутся причины иметь при себе оружие и вселять страх. Иные бои заканчиваются гибелью, другие - приводят к [[захвату кораблей или покорению секторов>>doc:Capturing Ships And Sectors]]. 681 - 682 -== Сражение == 683 - 684 -Корабли, [[вооруженные>>doc:Purchasing And Upgrading Ships]] главными орудиями, турелями и защитными дронами, могут атаковать другие корабли и наносить им урон. Щиты будут поглощать получаемый урон до тех пор, пока не истощатся, но после прекращения урона начнут перезаряжаться, что займет некоторое время. Некоторые щиты защищают корпуса кораблей, в то время как другие могут защищать прилегающие внешние элементы крупных кораблей. 685 - 686 -Отдельные внешние элементы [[L и XL кораблей>>doc:Ships And The Playership]] противник может избрать целью, чтобы вывести их из строя, однако они также могут иметь свои собственные, независимые щиты. Как только щиты истощены, корабль или внешний элемент начнет при попаданиях получать урон корпуса. Если "хитпойнты" (ХП) корпуса внешнего элемента достигают 0, он приходит в негодность до тех пор, пока не будет восстановлен; если ХП корпуса достигнет 0, он взорвется, уничтожив корабль (и если игрок в это время на борту, игра будет окончена). 687 - 688 -Игрок может самостоятельно настроить конфигурацию для турелей у всех своих кораблей, а также для основного вооружения - у малых и средних кораблей (см. пункт "Конфигурация вооружения" в [[меню взаимодействия с кораблем>>doc:Purchasing And Upgrading Ships]]). Это позволяет игроку адаптировать корабли или подразделения кораблей под исполнение конкретных ролей (например, высокий урон на дальней дистанции или точное оружие ближнего действия). У большинства кораблей есть слепые зоны, которые они не могут обстреливать, что дает противнику идеальные места для атакующего маневра. Хотя отдельные корабли могут быть весьма хороши в равном бою с противником, превосходящая численность - еще один способ выигрывать сражения. 689 - 690 -== Виды вооружения == 691 - 692 -(% class="tlid-translation translation" lang="ru" title="" %)[[Вооружение делится на 5 основных>>doc:Purchasing And Upgrading Ships]] категорий: 693 - 694 -* (% class="tlid-translation translation" lang="ru" title="" %)**Главные** орудия: 695 -** (% class="tlid-translation translation" lang="ru" title="" %)**Основное оружие - Пушки** (фронтально ориентированные орудия на [[S, M и L-кораблях>>doc:Ships And The Playership]]) 696 -** (% class="tlid-translation translation" lang="ru" title="" %)**Вспомогательное оружие - Пусковые установки**(% class="tlid-translation translation tlid-translation translation" lang="ru" title="" %) (фронтально ориентированные орудия на S и M-кораблях) 697 -* (% class="tlid-translation translation" lang="ru" title="" %)**Орудийные турели** (доступны на M, L и XL-кораблях) 698 -* (% class="tlid-translation translation" lang="ru" title="" %)**Ракетные турели**(% class="tlid-translation translation tlid-translation translation" lang="ru" title="" %) (доступны на L и XL-кораблях) 699 -* (% class="tlid-translation translation" lang="ru" %)** (% title="" %)Защитные дроны(%%)** [[doc:Drones]](% title="" %) (развертываются с некоторых(% class="tlid-translation translation tlid-translation translation" lang="ru" title="" %) M, L и XL-кораблей(% class="tlid-translation translation" lang="ru" title="" %)) 700 - 701 -(% class="tlid-translation translation" lang="ru" title="" %)**Главные орудия** управляются игроком, когда он пилотирует корабль. Турели управляются обслуживающим персоналом, а защитные дроны автоматически развертываются для защиты корабля-носителя. 702 - 703 -== (% class="tlid-translation translation" lang="ru" title="" %)Нацеливание главных орудий (Пушки)(%%) == 704 - 705 -(% class="tlid-translation translation" lang="ru" title="" %)Настройки игры содержат специальную опцию "(% style="color: rgb(0,0,0);" %)Помощь при прицеливании(%%)" (включена по умолчанию). Когда она включена, управляемые игроком орудия автоматически стреляют с упреждением - в точку, в которой цель должна оказаться в тот момент, когда до нее долетит снаряд, если цель не изменит курса. Тот же метод используется при стрельбе из корабельных турелей. Когда режим помощи при прицеливании отключен, либо при ручном прицеливании, стрельба ведется непосредственно по курсорной отметке. 706 - 707 - 708 -== (% class="tlid-translation translation tlid-translation translation" lang="ru" title="" %)Нацеливание главных орудий (Ракеты)(%%) == 709 - 710 -(% class="tlid-translation translation tlid-translation translation" lang="ru" title="" %)Фронтально ориентированные вспомогательные(% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %) пусковые установки, управляемые игроком, если они заряжены неуправляемыми ракетами, стреляют по курсорной отметке(% class="tlid-translation translation tlid-translation translation" lang="ru" title="" %). Будучи же заряжены(% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %) самонаводящимися ракетами(% class="tlid-translation translation tlid-translation translation" lang="ru" title="" %), они автоматически стараются захватить в прицел цель корабля игрока, используя при этом (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)HUD(% class="tlid-translation translation tlid-translation translation" lang="ru" title="" %)-маркер "LOCK". Стрельба из вспомогательных пусковых установок осуществляется клавишей "L"(% class="tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %). 711 - 712 -== (% class="tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Группы главных орудий(%%) == 713 - 714 -(% class="tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)В информации о корабле, в разделе "(% style="color: rgb(0,0,0);" %)Конфигурация вооружения(%%)", у каждого орудия (напр., (% style="color: rgb(0,0,0);" %)S Импульсный лазер Мк1(%%)) имеется 2 секции по 4 клетки. Они означены как "Основное" и "Вспомогательное" (см. выше). 715 - 716 -(% class="tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)В этих четырех клетках вы можете настраивать группы основных и вспомогательных главных орудий. Если хотите, вы можете назначить любое орудие хоть во все 8 групп. 717 - 718 -(% class="tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Группы орудий переключаются **горячими клавишами**: 719 - 720 -* (% class="tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Изменение группы основных орудий: **1/2/3/4** 721 -* (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Изменение группы (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)вспомогательных(% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %) орудий: **5/6/7/8** 722 - 723 -== (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Нагрев главных орудий(%%) == 724 - 725 -(% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)При ведении огня главные орудия генерируют тепло, которое корабль должен рассеивать, чтобы сохранять боеспособность. Когда устанавливается и используется одновременно(% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %) несколько орудий(% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %), тепловыделение возрастает, и для его рассеивания требуется больше времени. Влияние стрельбы из нескольких орудий визуализируется с помощью панели нагрева справа от значка(% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %) каждого(% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %) орудия на экране (см. изображения ниже). 726 - 727 -(% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)При стрельбе в течение коротких промежутков времени отвод тепла обычно не составляет проблем, и DPS основного вооружения соответствует показателю "(% style="color: rgb(0,0,0);" %)Пиковая орудийная мощь(%%)", указываемому в [[меню покупки/апгрейда корабля>>doc:Purchasing And Upgrading Ships]]. При длительной же стрельбе, особенно когда несколько орудий стреляют вместе, перегрев может временно отключать главные орудия. При стрельбе в течение длительных периодов времени, приводящей к перегреву (и отключению оружия), DPS основного вооружения снижается до показателя "(% style="color: rgb(0,0,0);" %)Устойчивая орудийная мощь(%%)" (//пожалуйста, имейте в виду, что на настоящий момент [[меню покупки/апгреда кораблей>>doc:Purchasing And Upgrading Ships]] показывают некорректные значения устойчивой мощности//). 728 - 729 -(% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)**Незначительное накопление тепла** (полоса справа короткая) 730 - 731 -(% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)[[image:attach:DPS_1.JPG]] 732 - 733 - 734 -(% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)**Значительное накопление тепла** (полоса справа длинная и оранжевая) 735 - 736 -(% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)[[image:attach:DPS_2.JPG]] 737 - 738 - 739 -(% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)**Перегрев** (полоса красная и орудие отключилось) 740 - 741 -(% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)[[image:attach:DPS_3.JPG]] 742 - 743 -== (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Настройки турелей(%%) == 744 - 745 -==== (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Правила задействования турелей:(%%) ==== 746 - 747 - 748 - 749 -* (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Турель неактивна [[image:attach:Turret_OFF.JPG]]: Не предпринимается никаких действий 750 -* (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Турель активна [[image:attach:Turret_ON.JPG]]: Предпринимаются действия, перечисленные ниже: 751 -** (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Атаковать всех врагов [[image:attach:Turret_attack.JPG]]: Атака всех враждебных целей 752 -** (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Атаковать моего текущего врага [[image:attach:Turret_hold_fire.JPG]]: Атакуется только выбранная цель, если она враждебна 753 -** (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Защита [[image:attach:Turret_defned.JPG]]: Ответный огонь по всем атакующим корабль (исключая ракеты) 754 -** (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Защита от ракет [[image:attach:Turret_missiles.JPG]]: Только попытки сбивать приближающиеся ракеты (не корабли) - [режим "Только ракеты" из Х3] 755 -** (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Добыча [[image:attach:Turret_mining.JPG]]: Поддержка [[добычи твердых ресурсов>>doc:Trading And Mining]] 756 - 757 -==== (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Элементы HUD для управления турелями на средних кораблях:(%%) ==== 758 - 759 -* (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)В зависимости от модели корабля может быть 2-4 турели 760 -* (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Иконки для настройки каждой турели можно найти в середине верхней части экрана: 761 - 762 -(% style="margin-left: 30.0px;" %) 763 -(% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)[[image:attach:Turret_info_2.JPG]] 764 - 765 -==== (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Полное управление для всех кораблей(%%) ==== 766 - 767 -* 768 -** (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Настраиваемое управление турелями для всех кораблей 769 -** (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Каждая турель или группа турелей (средние - парами), имеют настройки: 770 -** (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Все настройки (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)предоставляют такие же опции, как и элементы HUD выше 771 -** (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)В дополнение имеется настройка, **устанавливающая один вариант поведения для всех турелей** 772 -* (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Доступно в двух местах через выпадающие меню 773 -** (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)**Пилотируемый корабль: Меню корабля** (кликните по шеврону в середине верхней части экрана):(%%) 774 -(% class="tlid-translation translation" lang="ru" %) (%%) 775 -(% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)[[image:attach:Turret_info_3_RU.JPG]] 776 - 777 - 778 -* 779 -** **Все корабли в собственности: Меню информации о корабле** (найдите "Поведение турелей" почти в самом низу): 780 -\\[[image:attach:Turret_info_RU.JPG]] 781 - 782 -== Защитные дроны == 783 - 784 -Этими небольшими судами могут экипироваться (и распоряжаться ими) корабли, оснащенные малыми доками (фрегаты, L и XL-корабли). 785 - 786 -Краткий свод характеристик: 787 - 788 -* Дешевы (~~15,000 Кр) 789 -* Оснащены Импульсным лазером Мк1 790 -* Корпус приблизительно соответствует кораблям-разведчикам (1,900 МДж) 791 -* Щиты отсутствуют 792 -* Автоматически ремонтируются кораблем-носителем после стыковки 793 - 794 -== Атака указанных модулей станций == 795 - 796 -Есть возможность приказать кораблям или звеньям, принадлежащим игроку, атаковать определенные модули. Например, хранилища, защитные или административные модули. 797 - 798 -Сделать это можно следующим образом: 799 - 800 -* Откройте карту 801 -* Раскройте ветку информации о станции, чтобы видеть список входящих в ее состав модулей (см. изображение ниже) 802 -[[image:attach:Station_modules_RU.jpg]] 803 -* Левым кликом выберите модуль, который хотите атаковать 804 -* Правый клик по кораблю игрока (или по определенному кораблю в звене) и выберите "(% style="color: rgb(0,0,0);" %)Звено: Атаковать мою цель(%%)" 805 -** Если этот приказ недоступен, снова выберите модуль, нажмите "T" и попробуйте снова 806 - 807 -== Трофеи == 808 - 809 -(% class="tlid-translation translation" lang="ru" title="" %)Взлом или уничтожение кораблей и модулей хранения станций приводит к сбросу части груза, который может быть потом собран другими (% class="tlid-translation translation tlid-translation translation" lang="ru" title="" %)корабл(% class="tlid-translation translation" lang="ru" title="" %)ями.(% class="tlid-translation translation" lang="ru" %) (% title="" %)Сбор товаров, сброшенных станциями, считается кражей, поэтому станция может стать враждебной по отношению к любым судам, пытающимся это сделать.(%%) (% title="" %)Из уничтоженных кораблей NPC(% class="tlid-translation translation tlid-translation translation" lang="ru" title="" %), в зависимости от их типа и фракции владельца,(% class="tlid-translation translation" lang="ru" title="" %) также могут выпадать предметы инвентаря. 810 - 811 -== (% class="tlid-translation translation" lang="ru" title="" %)Управление флотом(%%) == 812 - 813 -(% class="tlid-translation translation tlid-translation translation" lang="ru" title="" %)Корабли могут формировать иерархические группы. Лидер, сопровождаемый несколькими "ведомыми", часто называемый отрядом или эскадрильей, а то и соединения с многоуровневым подчинением, где лидеры отдельных групп, в свою очередь, выполняют приказы другого лидера. 814 - 815 -(% class="tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Такой флот проще всего составить, если выбрать(% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %) на карте(% class="tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %) один или несколько кораблей, которые должны быть ведомыми, а затем кликнуть правой кнопкой мыши по их новому лидеру. (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Тогда в контекстном меню будут отображены параметры НАЗНАЧЕНИЯ, например, новое поведение - ЗАЩИЩАТЬ этого лидера.(% class="tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %) (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Выбор этой опции переместит все эти корабли в иерархию этого лидера.(% class="tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %) Теперь(% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %) перед кораблем(% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)-лидером(% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %) в СПИСКЕ ОБЪЕКТОВ, а также в меню СОБСТВЕННОСТИ сбоку карты, появится символ плюса (+). 816 - 817 -(% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Корабли, которые находятся в таком отряде или флоте, все еще могут получать и выполнять прямые приказы от игрока. (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Эти приказы перезаписывают их текущее поведение следовать за своим "боссом" до их полного исполнения.(% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %) (% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Таким образом, игрок может использовать любой корабль для торгового рейса или переназначить их цели во время боя. 818 - 819 -(% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %)Когда корабли находятся в отряде или флоте, они также могут летать в строю (формации). Меню очереди приказов лидера позволяет выбрать текущую(% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %) используемую(% class="tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation tlid-translation translation" lang="ru" title="" %) формацию. 820 - 821 - 822 -{{/sv-translation}} 823 - 824 -{{sv-translation language="pt"}} 825 - 826 - 827 -{{toc/}} 828 - 829 -== Confrontos == 830 - 831 -A história sempre foi escrita pelos vencedores e grandes tesouros esperam por aqueles dispostos a tomá-los na força. Seja protegendo seus comerciantes de ataques pirata ou conquistando a galáxia, sempre haverá muitas razões para estar sempre armado. Alguns confrontos terminam em destruição, outros permitem a [[captura de naves ou a conquista de setores>>doc:Capturing Ships And Sectors]]. 832 - 833 -== O Combate == 834 - 835 -[[Naves armad>>doc:Purchasing And Upgrading Ships]]as com armas frontais, torretas e Drones de Defesa podem atacar e causar dano em outras naves. Os escudos absorvem o dano enquanto não são consumidos, mas se recarregam quando ficam tempo suficiente sem tomar dano. Alguns escudos protegem o casco da nave, outros podem proteger sistemas de naves próximas em naves maiores. 836 - 837 -Elementos individuais na superfície de[[ Naves Grandes e Gigantes>>doc:Ships And The Playership]] podem ser neutralizados para desarmá-los, no entanto, esses elementos podem ter seus próprios escudos. Quando o escudo é esgotado, a nave ou elemento da superfície passa a tomar o dano. Se o 'HP' de um elemento da superfície chegar a 0, ele é desabilitado até ser consertado; Se o 'HP' do casco chegar a 0 sua nave explode, mandando tudo que você tem nela para o espaço (se o jogador estiver a bordo, é Game Over). 838 - 839 -O jogador pode personalizar o tipo e quantidade de torretas de todas as naves, e as armas principais de naves Pequenas e Médias (veja a parte de Configuração da Arma no [[Menu de interação da nave>>doc:Purchasing And Upgrading Ships]]). Com isso, o jogador pode definir as funções de uma nave, ou uma de sua subseções para funções específicas (ex.: armas de dano alto com longo alcance, ou armas precisas de curto alcance). A maioria das naves tem ponto cego, de onde não podem atacar, sendo pontos perfeitos para manobras do inimigo. Apesar de uma nave individual ser boa em duelos, ataques em grupo podem ser muito eficientes em batalhas. 840 - 841 -== Tipos de Armas == 842 - 843 -[[As armas pertencem a 5 categorias gerais>>doc:Purchasing And Upgrading Ships]]: 844 - 845 -* **Armas Principais:** 846 -** **Armas Primárias** (armas frontais em [[naves P, M e G>>doc:Ships And The Playership]]) 847 -** **Lançadores Secundários** (armas frontais em naves P e M) 848 -* **Torretas de Projéteis** (disponíveis em naves M, G e GG) 849 -* **Torretas de Mísseis** disponível em naves G e GG) 850 -* **[[Drones de Defesa>>doc:Drones]]** (disponíveis para algumas naves M, G e GG) 851 - 852 -**Armas** Principais são controladas pelo jogador quando está de capitão da nave. Torretas são controladas por tripulantes de serviço, e Drones de Defesa são lançados automaticamente para proteger sua nave mãe. 853 - 854 -== Mira com armas principais (não míssil) == 855 - 856 -As configurações do jogo possuem uma opção chamada **assistente de mira** (ligada por padrão). Quando esta opção está ligada, as armas primárias controladas pelo jogador atiram automaticamente em um ponto adiantado onde o alvo em movimento vai passar. A mesma coisa acontece com torres controladas pela nave. Quando o assistente de mira está desligado ou a mira for manual, as armas principais atirarão exatamente no cursor. 857 - 858 -== Mira com a armas principais (míssil) == 859 - 860 -Lançadores secundários controlados pelo jogador (apontados para a frente) e equipados com mísseis não guiados atiram na direção do cursor. Quando os lançadores secundários forem equipados com mísseis rastreadores, use a mira e míssil na HUD para marcar automaticamente seu alvo. Lançadores secundários podem ser disparados com a tecla "L" . 861 - 862 -== Grupos de disparo das armas principais == 863 - 864 -No menu de interações da nave, no grupo "**Configuração de arma**", você verá as armas (ex.:. P Laser de Pulso Mk1) e 2 conjuntos de 4 caixas de opção nomeados de Primário e Secundário (veja os tipos de armas acima). 865 - 866 -Nas caixas de opção, você pode configurar os grupos de disparo Primário e Secundário das armas principais. Você pode colocar a mesma arma em 8 grupos de disparo se quiser. 867 - 868 -Os grupos de disparo são alternados através dos seguintes **atalhos**: 869 - 870 -* Alterar grupo Primário: **1**/**2**/**3**/**4** 871 -* Alterar grupo Primário: **5**/**6**/**7**/**8 ** 872 - 873 -== Aquecimento das armas principais == 874 - 875 -Quando disparadas, armas primárias geram calor que deve ser dissipado para manter a eficiência em combate. Quando muitas armas são usadas ao mesmo tempo, mais calor é gerado e a nave demora mais para dissipá-lo. O impacto de disparar várias armas pode ser visualizada na barra de aquecimento de cada arma exibida na HUD (veja as imagens abaixo). 876 - 877 -Para disparos curtos, o aquecimento não é relevante e o DPS da arma primária segue o Disparo de Arma em Rajada listado nos [[menus de compra/melhoria>>doc:Purchasing And Upgrading Ships]]. Quando disparadas por mais tempo, principalmente quando várias armas são disparadas ao mesmo tempo, o calor força a arma a desligar para esfriar. Quando isso acontece, o DPS é reduzido para o Disparo de Arma Contínuo ((% style="color: rgb(255, 0, 0); color: rgb(0, 0, 0)" %)note que, desta vez, os (% style="color: rgb(255, 0, 0); color: rgb(0, 0, 0); color: rgb(0, 0, 0)" %)menus de compra/melhoria(% style="color: rgb(255, 0, 0); color: rgb(0, 0, 0)" %)[[doc:Purchasing And Upgrading Ships]] apresentam valores constantes incorretos para a arma principal).(% style="color: rgb(255,0,0);" %) 878 - 879 -**Aquecimento inofensivo** (a barra da direita está curta e azul) 880 - 881 -[[image:attach:DPS_1.JPG]] 882 - 883 -**Aquecimento intenso** (barra longa e laranja) 884 - 885 -[[image:attach:DPS_2.JPG]] 886 - 887 -**Superaquecimento **(a barra é vermelha e as armas desligam) 888 - 889 -[[image:attach:DPS_3.JPG]] 890 - 891 -== Configuração de Torretas == 892 - 893 -==== Regras de ação das torretas: ==== 894 - 895 -* Torreta desligada [[image:attach:Turret_OFF.JPG]]: inativa 896 -* Torreta ligada [[image:attach:Turret_ON.JPG]]: comporta-se das seguintes maneiras: 897 -** Atacar inimigo [[image:attach:Turret_attack.JPG]]: ataca qualquer hostil 898 -** Alvo na mira [[image:attach:Turret_hold_fire.JPG]]: ataca apenas o alvo selecionado se for hostil 899 -** Defender nave [[image:attach:Turret_defned.JPG]]: revida ataques (não míssil) 900 -** Defesa de míssil [[image:attach:Turret_missiles.JPG]]: tenta interceptar apenas mísseis (não naves) - [Modo(% class="confluence-link confluence-link" %) 'Missiles Only' no X3(% class="confluence-link" %)] 901 -** Quebrar asteroides [[image:attach:Turret_mining.JPG]]: ajuda na [[mineração de sólidos>>doc:Trading And Mining]] 902 - 903 -==== Controles da HUD para Torretas e Naves M: ==== 904 - 905 -* ((( 906 -Dependendo do modelo da nave, pode haver de 2 a 4 torretas 907 -))) 908 -* Os ícones de configurações de cada uma fica no alto da tela: 909 - 910 -(% style="margin-left: 30.0px;" %) 911 -[[image:attach:Turret_info_2.JPG]] 912 - 913 -==== Controle total para todas as naves: ==== 914 - 915 -* Controles personalizados de torretas para todas as naves 916 -* Cada torreta ou grupo de torretas (pares de médias), possuem configurações: 917 -** Toda configuração oferece as mesmas opções, como na figura da HUD acima 918 -** Além disso. há uma (% style="color: rgb(0,0,0);" %)configuração(%%) para** aplicar uma opção para todas as torretas** 919 -* Disponível em dois lugares em menus suspensos: 920 -** **Nave pilotada**: **Interações da nave** (clique no no pequeno ícone bifurcado bem no alto centralizado na tela): 921 -[[image:attach:Turret_info.JPG]] 922 -** **Todas as naves controladas**: **Informações da nave **(o Comportamento das Torretas ((% style="color: rgb(0,0,0);" %)Turret Behaviour)(%%) fica perto do fim da lista): 923 -[[image:attach:Turret_info_3.JPG]] 924 - 925 -== Drones de defesa == 926 - 927 -Essas pequenas naves podem ser equipadas e operadas por naves com Docas P (Fragatas, Naves G e GG). 928 - 929 -Resumo de características: 930 - 931 -* Baratos(~~15.000 Cr) 932 -* Equipados com Laser de Pulso Mk1 933 -* Integridade do casco de nível de batedores (1.900 MJ) 934 -* Não possuem escudo 935 -* São reparados automaticamente pela nave mãe ao atracarem** 936 -** 937 - 938 -== Atacando módulos específicos de uma estação == 939 - 940 -É possível ordenar que naves em sua esquadra ataquem módulos específicos, por exemplo, módulos de armazenamento, defesa ou administrativos. 941 - 942 -Como fazer isso: 943 - 944 -* Abra o mapa 945 -* Expanda as informações da estação para ver os módulos (veja a figura abaixo) 946 -* Clique com o botão esquerdo no módulo que deseja atacar 947 -* Clique com o botão direito na nave do jogador o nave da esquadra de sua preferência e selecione: "Atacar meu alvo" 948 -** Se essa ordem não estiver disponível, selecione o módulo novamente, pressione "T", e tente novamente 949 - 950 -== Espólios == 951 - 952 -Hackear ou destruir naves e armazenamentos de estações pode fazê-los descarregar parte da carga que pode ser coletada por outras naves. Coletar produtos caídos de estações é considerado roubo e a estação pode atacar quem o fizer. Naves de NPCs também têm chance de deixar para trás itens de inventário, dependendo do tipo de nave e da facção à qual pertencia. 953 - 954 -== Gestão da tropa == 955 - 956 -Naves podem ser organizadas em grupos hierárquicos. Um líder seguido por vários subordinados, no que geralmente é chamado de Esquadrão, mas que pode ter muitos níveis, uma vez que um líder de um grupo segue instruções de um outro líder. 957 - 958 -A forma mais fácil de configurar um frota assim é selecionar no mapa uma ou mais naves que serão as seguidoras, clicar com o botão direito no líder e, no menu suspenso que aparece, escolha a opção DEFENDER. Assim todas as naves selecionadas serão subordinadas aquele líder. Um sinal de mais + aparecerá na frente da nave do líder na LISTA DE OBJETOS e no menu PROPRIEDADE CONTROLADA no lado esquerdo do mapa. 959 - 960 -Naves que estão nesses esquadrões ou frotas ainda podem receber e executar ordens explicitas dos jogadores. Essas ordens substituirão o comportamento padrão de seguir o líder enquanto durarem. Desta forma, o jogador pode usar qualquer nave para executar um negócio ou superar seus inimigos durante uma batalha. 961 - 962 -Quando as naves estão em um esquadrão ou frota, elas também podem fazer formações. O menu de ordens de comando de um líder permite a seleção da formação atual. 963 -{{/sv-translation}} 964 - 965 -{{sv-translation language="ja"}} 966 - 967 - 968 -{{toc/}} 969 - 970 -== 抗争 == 971 - 972 -歴史を記録するのは常に勝者であり、力で制した者には莫大な宝が待ち受けているものです。プレイヤーが所有する交易船を海賊船の略奪から守るにせよ、銀河制服をもくろむにせよ、宇宙は危険に満ちており、常に武装は必要です。ある戦いは単なる破壊に、またある戦いは他の艦船の拿捕あるいは宙域の征服につながることもあるでしょう。 973 - 974 -== 戦闘 == 975 - 976 -前方の武器、砲塔、防衛用ドローンで武装した艦船なら他の艦船を攻撃して損傷させることができます。シールドは消耗しきるまでに受けたダメージを吸収してくれ、一定時間ダメージを受けなければ再充電を開始します。一部の大型艦船を保護するシールドは、その艦船の船体のみならず周辺の艦船も保護できます。 977 - 978 -大型艦船および特大型艦船の個々の表面要素に対して無効化するようターゲット設定することは可能ですが、そのような表面要素は独立したシールドを備えている場合があります。艦船または表面要素がシールドを消耗しきると、着弾するたびに船体は損傷し、船体強度が0になると爆発し、破壊されてしまいます。プレイヤーが搭乗していた場合、ゲームオーバーとなります。 979 - 980 -プレイヤーは全艦船に搭載された砲塔、小型及び中型艦船の兵装を自在にカスタマイズできます (艦船操作メニューの「武器の設定」を参照)。これによってプレイヤーは特定の目的 (高ダメージで長射程、精密性に優れる短射程武器など) にあわせて船の役割やサブセクションを調整可能です。ほとんどの艦船には死角があり、死角内にいる艦船には攻撃できません。個々の艦船が敵との個別戦闘を得意としていたとしても、数的優位を維持することは戦いに勝つ上で一つの選択肢となるでしょう。 981 - 982 -== 武器のタイプ == 983 - 984 -武器は5種類に分類されます。 985 - 986 -* 主武装:\\ 987 -** プライマリーガン (小型、中型、大型艦船の前方に搭載) 988 -** セカンダリーランチャー (小型、中型艦船の前方に搭載) 989 -* ガンタレット (中型、大型、特大型艦船に搭載可能) 990 -* ミサイルタレット (大型、特大型艦船に搭載可能) 991 -* 防衛用ドローン (一部の中型、大型、特大型艦船が展開可能) 992 - 993 -プレイヤーがその艦船を操縦するとき、主武装を操ることになります。タレットは船員が操り、防衛用ドローンは母船を守るために自動的に展開されます。 994 - 995 -== 主武装で狙いを定める: 銃 == 996 - 997 -ゲームの設定にはプレイヤーアシストのために「ターゲットをターゲットする」モード (デフォルトでは有効) があります。有効にするとプレイヤーが操る主砲が、自動的にターゲットの航行を迎撃するリーディングポイントに発射されます。同じ方法は艦船が制御する他のガンタレットにも自動的に適用されます。「ターゲットをターゲット」モードが無効な場合、あるいは手動で照準を合わせている場合、主砲はカーソルの位置に向けて発射されます。 998 - 999 -== 主武装で狙いを定める: ミサイル == 1000 - 1001 -プレイヤーが操作する (前方に向けて取り付けられた) セカンダリーランチャーに装填された無誘導弾はカーソルのある位置に向かって発射されます。誘導弾が装填されている場合、セカンダリーランチャーはミサイルロックHUDマーカーを使い、プレイヤー艦船がターゲットしている艦船を自動的にロックします。セカンダリーランチャーは[L]キーで発射します。 1002 - 1003 -== 主武装の武器グループ == 1004 - 1005 -「艦船情報」の「武器の設定」において、武器 (パルスレーザー Mk1など)には4個のチェックボックスが2種類あり、それぞれ「主武装」と「副武装」に分類されています (上図参照)。 1006 - 1007 -これらの4ボックスで主砲の主武装と副武装のグループを設定できます。8つすべての武器グループに武器を配置することも可能です。 1008 - 1009 -武器グループはホットキーで切り替え可能です: 1010 - 1011 -* 主武装の切り替え: 1/2/3/4 1012 -* 副武装の切り替え: 1/2/3/4 1013 - 1014 -== 主砲の帯熱 == 1015 - 1016 -主砲を発射すると武器内には熱が発生し、戦闘を効率的に進めるには艦船はそれを放熱する必要があります。複数の武器を同時に使用すると大量の熱が蓄積し、艦船が消散させるのに時間がかかります。複数の銃を発射した場合の影響は、HUD上の各武器アイコンの右側にあるヒートバーで確認できます (下図参照) 。 1017 - 1018 -通常、短時間だけの射撃なら熱の蓄積は問題にならず、主砲のDPSは「艦船の購入/アップグレード」メニューにある「最大瞬間武器出力」どおり機能します。ただし複数の銃が一斉に、あるいは長時間発射されると主砲は一時的に強制的に動作を停止する場合があります。過熱 (と、武器の動作停止) につながる長時間発射の場合、主武装のDPSは「継続武器出力」に減衰します (現時点では「艦船の購入/アップグレード」メニューの継続時のMW値は不正確な値が表示されています)。 1019 - 1020 -軽度の帯熱 (右のバーが短い) 1021 - 1022 -[[image:attach:DPS_1.JPG]] 1023 - 1024 -重度の帯熱 (バーが長く、オレンジ色) 1025 - 1026 -[[image:attach:DPS_2.JPG]] 1027 - 1028 -過熱 (バーが赤く、武器が動作停止する) 1029 - 1030 -[[image:attach:DPS_3.JPG]] 1031 - 1032 -== タレット設定: == 1033 - 1034 -==== タレットの交戦時規定: ==== 1035 - 1036 -* [[image:attach:Turret_OFF.JPG]] タレットの交戦時規定: 1037 -* [[image:attach:Turret_ON.JPG]] オンラインのタレット: 下記の通り作動 1038 -* [[image:attach:Turret_attack.JPG]] 敵を攻撃: 任意の敵を攻撃 1039 -* [[image:attach:Turret_hold_fire.JPG]] ターゲットをターゲット: 狙った艦船に敵意がある場合のみ攻撃 1040 -* [[image:attach:Turret_defned.JPG]] 艦船を防衛: 艦船に攻撃してくる艦船に対して反撃 (対ミサイルには使えない) 1041 -* [[image:attach:Turret_missiles.JPG]] 対ミサイル防衛: 接近してくるミサイルに対して撃ち落とそうとする (対艦船には使えない、『X3』の「ミサイル限定」モード同等) 1042 -* [[image:attach:Turret_mining.JPG]] 小惑星の破壊: 固体資源の採掘を支援 1043 - 1044 -==== 中型艦船に搭載したタレットのHUD制御: ==== 1045 - 1046 -* ((( 1047 -艦船のモデルによって2~4つのタレット群が搭載されています 1048 -))) 1049 -* 砲塔ごとの設定アイコンは画面の中央上部にあります: 1050 - 1051 -(% style="margin-left: 30.0px;" %) 1052 -[[image:attach:Turret_info_2.JPG]] 1053 - 1054 -==== 全艦船の完全制御: ==== 1055 - 1056 -* すべての艦船のタレット操作がカスタマイズ可能 1057 -* 各タレットまたはタレット群には下記の設定があります:\\ 1058 -** 各設定には上記HUD制御と同じオプションがあります 1059 -** 全タレットに同じ設定を適用できます 1060 -* 2箇所のドロップダウンメニューから適用可能です:\\ 1061 -** 操縦する艦船: 「艦船メニュー」 (画面中央上部の三角マークをクリック) 1062 -[[image:attach:Turret_info.JPG]] 1063 -** 全所有艦船: 「艦船情報」メニュー (タレットの動作設定は最下部付近にあります) 1064 -[[image:attach:Turret_info_3.JPG]] 1065 - 1066 -== 防衛用ドローン == 1067 - 1068 -これらの小型船は小型ドックを備えた艦船 (フリゲート、大型あるいは特大型艦船) に積載して運用可能です。 1069 - 1070 -機能概要: 1071 - 1072 -* 安い (15,000 Cr未満) 1073 -* パルスレーザー Mk1を装備 1074 -* 偵察船レベルの船体強度 (1,900 MJ) 1075 -* シールドなし 1076 -* ドッキング後、母船により自動修復される 1077 - 1078 -== ステーションの特定モジュールを攻撃 == 1079 - 1080 -プレイヤー艦船の僚機に、保管庫や防衛モジュール、管理モジュールなどの特定のモジュールを攻撃するよう命令することができます。 1081 - 1082 -実行手順: 1083 - 1084 -* マップを開きます 1085 -* ステーション情報を開くと特定のモジュールが表示されます (下図参照) 1086 -* 攻撃したいモジュールを左クリックします 1087 -* プレイヤー艦船 (あるいは編隊内の特定の艦船) を選択し、「僚機: 私と同じターゲットを攻撃」を選択します\\ 1088 -** この命令が使えない場合、モジュールを選択しなおして[T]]キーを押し、再度試してください。 1089 - 1090 -== 窃盗 == 1091 - 1092 -艦船や、ステーションの保管モジュールをハッキングまたは破壊すると、他の艦船で回収できる貨物が投棄されますが、ステーションから投棄された貨物を回収すると窃盗と見なされ、ステーションにいる全艦船と敵対する可能性があります。また、NPCの艦船は破壊された艦船の種類や所属派閥に応じて、プレイヤーのインベントリーに入るウェアを投棄することもあります。 1093 - 1094 -== 艦隊管理 == 1095 - 1096 -艦船は階級のあるグループを形成します。リーダーには複数の「僚機」が従い、小隊と呼ばれることもあります。この階級には、とある隊のリーダーが他のリーダーに従うと、前者に所属している艦船も後者のリーダーに従うという複数の階層があります。 1097 - 1098 -このような艦隊を整えるには、マップ上で1つ以上の従属する艦船を選択し、新しいリーダーを右クリックで指定するのがもっとも簡単な方法です。コンテキストメニューにはリーダーを「防衛」するという新しい行動が表示されるようになります。このオプションを選択すると、全艦船がこのリーダーのいる階層に集います。「オブジェクトリスト」とマップ横の「所有資産」メニューではリーダーとなった艦船の前に「+」マークが表示されます。 1099 - 1100 -このような小隊または艦隊に所属している艦隊は、プレイヤーから明示的な命令を受け取り、実行しようとします。これらの命令はその艦船の現在の行動を上書きし、「上官」に従うようになります。プレイヤーはこの方法でどの艦船でも交易に使ったり、戦闘中にターゲットを上書きしたりすることができます。 1101 - 1102 -小隊や艦隊にいる艦船は、隊列を組んで航行することができます。リーダーのコマンドメニューから隊列を選択できます。 1103 - 1104 - 1105 -{{/sv-translation}} 1106 - 1107 -{{sv-translation language="fr"}} 1108 -== Combat == 1109 - 1110 -L’histoire est toujours écrite par les vainqueurs et de grandes richesses attendent ceux qui sont prêts à les prendre par la force. Que ce soit pour défendre les marchands travaillant pour le joueur des patrouilles de pirates ou pour conquérir la galaxie il y aura toujours de bonnes raisons d’être armé et dangereux. Certaines batailles finissent par la destruction, d’autres par la capture de vaisseaux ou la conquête de secteurs. 1111 - 1112 -Les vaisseaux équipés d’armes frontales, de tourelles et de drones de combat peuvent attaquer les autres vaisseaux pour leur infliger des dégâts. Les boucliers absorbent les dégâts jusqu’à épuisement, mais se ils se chargeront de nouveau après n’avoir plus reçus de dégâts pendant un certain temps (10 s à ce jour). Les boucliers principaux protègent la coque, sur les gros vaisseaux des boucliers plus petits protègent les systèmes du vaisseau (tourelles, moteurs etc). 1113 - 1114 -Ces systèmes sur les vaisseaux L et XL, appelés aussi éléments de surface, peuvent en effet être ciblés et désactivés séparément du vaisseau. Une fois les boucliers épuisés, tout tir supplémentaire causera des dégâts à la coque du vaisseau ou l’élément de surface. Si la coque d’un élément de surface atteint 0 cet élément est désactivé jusqu’à réparation ; si la coque du vaisseau atteint 0 il explose. Si le joueur est à bord de ce vaisseau, cela entraîne la fin du jeu. 1115 - 1116 -Le joueur est libre de personnaliser son chargement d’armes - canons et tourelles - sur tous ses vaisseaux (voir la configuration des armes dans le menu des interactions avec le vaisseau). Cela permet au joueur de donner un rôle au vaisseau ou à une section de celui-ci, par exemple des armes rapides et précises (laser) contre les chasseurs et des armes lentes mais puissantes (plasma) contre les gros vaisseaux. La plupart des vaisseaux ont des angles morts où ils ne peuvent tirer ce qui en fait des endroits idéaux pour leurs ennemis. Un vaisseau peut être supérieur individuellement à ses opposants, mais succomber sous le nombre. 1117 - 1118 -== Types d’armes == 1119 - 1120 -Les armes sont classées en 5 grandes catégories : 1121 - 1122 -1. Armes primaires (canons frontaux des vaisseaux S M et L) 1123 -1. Lanceurs secondaires (frontaux sur les vaisseaux S et M) 1124 -1. Tourelles à canons (disponibles sur les vaisseaux M, L et XL) 1125 -1. Tourelles à missiles (disponibles sur les vaisseaux L et XL) 1126 -1. Drones de combat (déployés à partir de certains vaisseaux M, L and XL) 1127 - 1128 -Les armes primaires et secondaires sont contrôlées par le joueur lorsqu’il pilote son vaisseau. Les tourelles sont contrôlées par l’ordinateur de bord ou le personnel de service, les drones de combat sont déployés automatiquement pour protéger leur vaisseau mère. 1129 - 1130 -=== Viser avec les canons === 1131 - 1132 -Les paramètres du jeu incluent une option (activée par défaut) appelée assistance à la visée. Quand cette option est active, les armes primaires du joueur tirent automatiquement sur le point où se dirige la cible. Les tourelles à canons font cela automatiquement, quelle que soit l’option choisie. Quand l’assistance à la visée est désactivée, ou en visant manuellement en bougeant le curseur, les armes primaires tirent à la position du curseur. 1133 - 1134 -=== Viser avec les missiles === 1135 - 1136 -Les lanceurs frontaux contrôlés par le joueur équipés de missiles sourd-muets tireront vers la position du curseur. Quand ils sont équipés de missiles guidés, les lanceurs secondaires reposent sur un marqueur sur l’ATH pour essayer de se verrouiller sur la cible. Vous pouvez tirer les lanceurs secondaires avec la touche L. 1137 - 1138 -=== Température des armes === 1139 - 1140 -Les armes primaires dégagent de la chaleur quand elles sont utilisées, qui doit être dissipée afin de conserver leur efficacité. Chaque arme a sa propre capacité à dégager de la chaleur, et à la résorber. Vous pouvez voir ci-dessous la barre de chaleur sur l’ATH. 1141 - 1142 -[[image:attach:image2019-12-12 14:8:22.png]] 1143 - 1144 -Si vous tirez par courtes salves, la chaleur n’est pas généralement pas un problème et le Dégât Par Seconde des armes primaires est égal à la “puissance de volée” listé dans les menus d’achat et d’amélioration de vaisseau. Quand vous tirez plus longtemps, la chaleur peut forcer une arme à se désactiver temporairement. En cas de surchauffe, le DPS (Dégâts Par Seconde) des armes primaires est réduit à la “puissance soutenue” (à ce stade les valeurs affichées dans le jeu sont incorrectes). 1145 - 1146 -== Configuration des tourelles == 1147 - 1148 -Tourelles des vaisseaux M : 1149 - 1150 -Il peut y en avoir entre 2 et 4 1151 - 1152 -Les règles d’engagement peuvent être personnalisées : 1153 - 1154 -(% style="color: rgb(255,0,0);" %)Tourelle désactivée (%%) [[image:attach:image2019-12-12 14:38:12.png]] ne fera rien 1155 - 1156 -(% style="color: rgb(51,153,102);" %)Tourelle activée (%%) [[image:attach:image2019-12-12 14:39:23.png]] fera une des actions suivantes (même en cas d’obstacle) : 1157 - 1158 -//Attaquer les ennemis [[image:attach:image2019-12-12 14:40:28.png]] //attaque tout hostile 1159 - 1160 -//Attaquer la cible hostile [[image:attach:image2019-12-12 14:41:17.png]] attaque la cible si elle est hostile// 1161 - 1162 -//Défendre le vaisseau [[image:attach:image2019-12-12 14:42:0.png]] contre-attaque si le vaisseau est touché seulement// 1163 - 1164 -//Défense antimissile [[image:attach:image2019-12-12 14:42:37.png]] essaye d’intercepter les missiles lancés contre ce vaisseau// 1165 - 1166 -//Briser les astéroïdes [[image:attach:image2019-12-12 14:43:33.png]] mine les matériaux solides // 1167 - 1168 -// // 1169 - 1170 -Depuis la version 1.50, il y a des contrôles de tourelles pour tous les vaisseaux équipés, en différents endroits : 1171 - 1172 -Vaisseau personnel : menu du vaisseau 1173 - 1174 -Vaisseaux possédés : menu d’information, les paramètres des tourelles sont vers le bas. 1175 - 1176 -Chaque tourelle (ou groupe de tourelles sur les gros vaisseaux) peut être réglé séparément, ou toutes à la fois. Les options possibles sont identiques à celles ci-dessus, sans les icônes. 1177 - 1178 - 1179 - 1180 -Les tourelles se comportent selon l’ordre donné. Il peut se produire que selon l’ordre donné, leur tir touche accidentellement des unités ou stations amis, ce qui peut entraîner, outre une perte de réputation, une réaction hostile du vaisseau ou de la station qui se considère comme attaqué. Il est recommandé d’être prudent avec leur usage, notamment en combat ou chasse de contrebandier / criminel prêt des stations. 1181 - 1182 -== Butin == 1183 - 1184 -Pirater ou détruire des vaisseaux et des modules de stockage sur les stations les oblige à larguer une partie de leur cargaison qui peut ensuite être ramassée. Ramasser les marchandises d’une station est considéré comme du vol et la station peut devenir hostile. Les vaisseaux PNJ ont aussi une chance de larguer des objets d’inventaire pour le joueur en fonction de leur type et faction. 1185 - 1186 -== Gestion de flotte == 1187 - 1188 -Les vaisseaux peuvent former des groupes hiérarchiques. Un leader suivi de plusieurs ailiers, souvent appelé escadre, mais cela peut prendre plusieurs niveaux dès que le leader d’un groupe suit les instructions d’un autre leader. 1189 - 1190 -Créer une flotte peut être fait facilement sur la carte en sélectionnant tous les vaisseaux concernés, puis en cliquant droit sur le nouveau leader. Le menu contextuel affichera alors les options pour //Assigner un rôle// comme //Défendre //le leader. Cette option ordonnera à tous les vaisseaux de suivre et protéger le leader. Un symbole + sera affiché à côté du vaisseau du leader dans la //Liste des objets// et dans le //Menu des propriétés// à gauche de la carte. 1191 - 1192 -Les vaisseaux dans une escadre peuvent toujours recevoir des ordres du joueur. Ces ordres sont prioritaires sur ceux du leader (c’est vous le Chef Suprême). Ceci permet au joueur d’utiliser n’importe lequel de ses vaisseaux pour commercer ou combattre un ennemi spécifique. 1193 - 1194 -Quand les vaisseaux sont dans une escadre, ils peuvent suivre une formation de vol. Vous pouvez choisir la formation dans le menu des ordres du leader. 1195 -{{/sv-translation}} 1196 - 1197 -{{sv-translation language="es"}} 1198 - 1199 - 1200 -{{toc/}} 1201 - 1202 -== Pelear == 1203 - 1204 -El vencedor ha siempre escrito la historia y grandes tesoros esperan a aquellos dispuestos a conquistarlos combatiendo. Ya sea que los jugadores defiendan a los propios comerciantes de piratas saqueadores o quieran conquistar la galaxia, siempre habrá muchas razones para estar armados y ser peligrosos. Algunos combates terminan en devastación, otros llevan a [[capturar naves o a conquistar sectores.>>attach:image2019-12-12 14:43:33.png]] 1205 - 1206 -== Combatir == 1207 - 1208 -Las [[naves equipadas>>attach:image2019-12-12 14:43:33.png]] con armas frontales, torretas y drones de defensa pueden atacar a otras naves para infligirles daño. Los escudos absorberán el daño recibido hasta que se agoten, pero comenzarán a recargarse después de no haber recibido algún daño durante un período de tiempo. Algunos escudos protegen los cascos de las naves, mientras que otros pueden proteger los sistemas cercanos de las naves más grandes. 1209 - 1210 -Los elementos de superficie individuales de las naves [[Grandes y Extra grandes>>attach:image2019-12-12 14:43:33.png]] pueden ser atacados para desactivarlos, sin embargo, estos también pueden tener su propio blindaje independiente. Una vez que se agoten los escudos, la nave o el elemento de superficie comenzarán a recibir daños en el casco por los impactos recibidos. Si los "puntos de impacto" de un elemento de superficie del casco llegan a 0, el escudo se desactivará hasta que se repare; si el HP del casco de la nave llega a 0, explotará, destruyendo la nave (y si el jugador estaba a bordo, el juego terminará en Game Over). 1211 - 1212 -El jugador es libre de personalizar la carga de la torreta de todas las naves y las armas principales de las naves pequeñas y medianas (consulta la sección de Configuración de Armas del [[Menú de Interacción de la Nave>>attach:image2019-12-12 14:43:33.png]]). Esto permite al jugador adaptar los roles de las naves, o subsecciones de las naves, para roles específicos (por ejemplo, daño elevado y de largo alcance, o armas precisas de corto alcance). La mayoría de las naves tienen puntos ciegos desde los cuales no pueden atacar, lo que los convierte en lugares ideales para que sus enemigos puedan maniobrar. Aunque una nave podría ser buena para enfrentar otros rivales, la superioridad numérica es otra forma de ganar batallas. 1213 - 1214 - 1215 - 1216 -== Tipos de Armas == 1217 - 1218 -[[Las armas se dividen en 5 categorías generales:>>attach:image2019-12-12 14:43:33.png]] 1219 - 1220 -* Armas** principales:** 1221 -** **Cañones** Primarios (armas frontales en naves S, M y L) 1222 -** **Lanzadores Secundarios** (armas frontales en naves S y M) 1223 -* **Torretas de Cañones** (disponibles en barcos M, L y XL) 1224 -* **Torretas de Misiles** (disponibles en barcos L y XL) 1225 -* [[Drones de Defensa>>attach:image2019-12-12 14:43:33.png]] (desplegable desde algunas naves M, L y XL) 1226 - 1227 -**Las armas principales** son controladas por el jugador cuando capitanea su nave. Las torretas son controladas por el personal de servicio, y los drones de defensa se desplegarán automáticamente para proteger la nave nodriza. 1228 - 1229 -== Objetivo Principal del Arma (Cañones) == 1230 - 1231 -La configuración del juego contiene una opción llamada modalidad de asistencia del jugador "apuntar al objetivo" (habilitado por defecto). Cuando está habilitado, los cañones primarios controlados por el jugador dispararán automáticamente en un punto de ataque para interceptar la posición hacia la que vuela el objetivo. Las torretas de cañones controladas por la nave adoptan el mismo criterio automáticamente. Cuando la modalidad "apuntar al objetivo" no está habilitado, o cuando apunta manualmente, los cañones principales dispararán en la posición del cursor. 1232 - 1233 -== Objetivo Principal del Arma (Misiles) == 1234 - 1235 -Los lanzadores secundarios (frontales) controlados por el jugador, equipados con misiles dumbfire, dispararán en la posición del cursor. Cuando están equipados con misiles guiados, los lanzadores secundarios usan un marcador con bloqueo de misiles en el HUD para intentar bloquear automáticamente el objetivo del jugador. Los lanzadores secundarios se disparan con la tecla "L". 1236 - 1237 -== Principales Grupos de Armas == 1238 - 1239 -Bajo la Información de la Nave, **"Configuración del Arma"**, Arma (por ejemplo, Láser S Mk1), hay 2 juegos de 4 cajas. Estas están etiquetadas como Primarias y Secundarias (ver arriba). 1240 - 1241 -Con estas cuatro cajas puedes configurar los principales Grupos de Armas Primarias y Secundarias. Puedes poner un arma en los 8 grupos si lo deseas. 1242 - 1243 -Los grupos de fuego se alternan usando **Teclas de Acceso Rápido**: 1244 - 1245 -* Cambiar grupo de fuego primario: **1/2/3/4** 1246 -* Cambiar grupo de fuego secundario: **5**/**6**/**7**/**8 ** 1247 - 1248 -== Temperatura del Arma Principal == 1249 - 1250 -Los cañones primarios generan calor cuando disparan, que la nave debe disipar para mantener eficiencia de combate. Cuando se montan varias armas y se usan simultáneamente, se acumulan grandes cantidades de calor y la nave se tarda más en disiparlo. El efecto de disparar múltiples armas se visualiza mediante la barra de calor a la derecha de cada icono de arma en el HUD (ver imágenes a continuación). 1251 - 1252 -Cuando se dispara durante períodos cortos de tiempo, la acumulación de calor generalmente no es un problema, y el DPS de los cañones primarios es la "Ráfaga Emitida por las Armas" que figura en los menús de [[actualización/adquisición de la nave>>attach:image2019-12-12 14:43:33.png]]. Cuando se dispara durante más tiempo, especialmente cuando varias armas se disparan al mismo tiempo, el calor podría provocar que los cañones primarios se desactiven temporalmente. Al disparar durante largos períodos de tiempo que conducen al sobrecalentamiento (y a desactivar las armas), el DPS de los cañones primarios se reduce a la "Emisión Sostenida del Arma" (ten en cuenta que actualmente, los menús de [[actualización/adquisición de la nave>>attach:image2019-12-12 14:43:33.png]] enumeran valores incorrectos de MW). 1253 - 1254 -**Acumulación de calor leve** (la barra de la derecha es corta) 1255 - 1256 -[[image:url:https://www.egosoft.com:8444/confluence/download/thumbnails/76744279/DPS_1.JPG?version=1&modificationDate=1545081640000&api=v2]] 1257 - 1258 -**Fuerte acumulación de calor** (la barra es larga y naranja) 1259 - 1260 -[[image:url:https://www.egosoft.com:8444/confluence/download/thumbnails/76744279/DPS_2.JPG?version=1&modificationDate=1545081651000&api=v2]] 1261 - 1262 -**Sobrecalentamiento** (la barra es roja y las armas se han desactivado) 1263 - 1264 -[[image:attach:DPS_3.JPG]] 1265 - 1266 -== Configuración de la Torreta == 1267 - 1268 -==== Reglas de Combate de la Torreta: ==== 1269 - 1270 -* Torreta offline [[image:attach:Turret_OFF.JPG]]: No efectuará ninguna acción 1271 -* Torreta online [[image:attach:Turret_ON.JPG]]: Efectuará las siguientes acciones: 1272 -** Atacar Enemigos [[image:attach:Turret_attack.JPG]]: Responderá a cualquier acto hostil 1273 -** Apuntar al objetivo [[image:attach:Turret_hold_fire.JPG]]: Solo atacará al objetivo seleccionado si es hostil 1274 -** Defender la Nave [[image:attach:Turret_defned.JPG]]: Responderá al fuego contra lo que ataque la nave (no con misiles) 1275 -** Defensa con misiles[[image:attach:Turret_missiles.JPG]]: Solo intentará interceptar misiles entrantes (no las naves) - [Modalidad X3 "Solo misiles"] 1276 -** Romper Asteroides[[image:attach:Turret_mining.JPG]]: Asiste la [[extracción de materiales sólidos>>attach:image2019-12-12 14:43:33.png]]. 1277 - 1278 -==== Controles de HUD para Torretas en las Naves Medianas: ==== 1279 - 1280 -* ((( 1281 -Dependiendo del modelo de la nave, pueden haber de 2 a 4 torretas. 1282 -))) 1283 -* Los iconos de configuración de cada torreta se encuentran en la parte superior central de la pantalla: 1284 - 1285 -[[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_info_2.JPG?version=1&modificationDate=1546247464000&api=v2]] 1286 - 1287 -==== Controles completos para todas las naves: ==== 1288 - 1289 -* Controles de la torreta personalizables para todas las naves. 1290 -* Cada torreta, o grupo de torretas (pares de las Medianas), tiene varias configuraciones: 1291 -** Cada configuración ofrece las mismas opciones que los controles del HUD ya vistos. 1292 -** Además, hay una configuración para **aplicar una modalidad a todas las torretas** 1293 -* Disponible en dos lugares a través de los menús desplegables:\\ 1294 -** **Nave piloteada: Menú de la Nave** (haz clic en la flecha de Chevron en el centro superior de la pantalla): 1295 - 1296 -[[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_info.JPG?version=2&modificationDate=1546247498000&api=v2]] 1297 - 1298 -Todas las naves de propiedad: Menú de información de la nave (ubicar la configuración del funcionamiento de la torreta en la parte inferior): 1299 - 1300 -[[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_info_3.JPG?version=1&modificationDate=1546247518000&api=v2]] 1301 - 1302 -== Drones de Defensa == 1303 - 1304 -Estas pequeñas naves pueden ser equipadas y operadas por naves con plataformas pequeñas (Fragatas, Naves grandes y XL). 1305 - 1306 -Resumen de las características: 1307 - 1308 -* Baratos (~~15,000 Cr) 1309 -* Equipados con un láser de impulsos Mk1 1310 -* Integridad del casco en la función de explorador (1,900 MJ) 1311 -* No tienen escudos 1312 -* Auto reparados por las naves nodrizas después del atraque 1313 - 1314 -== Atacar módulos de estación específicos == 1315 - 1316 -Es posible ordenar las naves en el Flanco del Jugador para atacar módulos específicos. Por ejemplo, módulos de almacenamiento, defensa o administración. 1317 - 1318 -El proceso para hacer esto: 1319 - 1320 -1. Abre el mapa 1321 -1. Expande la información de la estación para que puedas ver módulos específicos (ve la imagen a continuación) 1322 -1. Haz clic izquierdo en el módulo que deseas atacar 1323 -1. Haz clic con el botón derecho en la nave del jugador (o nave específica en el Flanco) y selecciona "Flanco: Atacar a mi objetivo"\\ 1324 -1*. Si este comando no está disponible, vuelve a seleccionar el módulo, presiona "T" e intenta nuevamente 1325 - 1326 -== Botín == 1327 - 1328 -Hackear o destruir naves y módulos de almacenamiento de las estaciones hará que liberen una parte de su carga para que otras naves la recojan. La recolección de mercancías lanzadas desde una estación se considera robo, por lo que la estación podría volverse hostil con cualquier nave que lo haga. Las naves NPC también tienen la oportunidad de soltar mercancías para el inventario del jugador dependiendo del tipo y la facción de la nave destruida. 1329 - 1330 -== Administración de la Flota == 1331 - 1332 -Las naves pueden formar grupos jerárquicos. Un líder seguido de varios "[[(% style="color: rgb(34,34,34);" %)pilotos de flanco>>url:https://context.reverso.net/traduzione/spagnolo-inglese/pilotos+de+flanco||rel="nofollow" shape="rect" class="link_highlighted"]](%%)", a menudo son llamados escuadrón (ron), pero también los grupos con varios niveles de profundidad formados por el líder de un grupo que siga las instrucciones de otro líder y así sucesivamente. 1333 - 1334 -La configuración de dicha flota se puede hacer de la manera más fácil seleccionando uno o varias naves que se supone que son los secuaces en el mapa, luego haciendo clic derecho en el nuevo líder. El menú contextual ahora mostrará opciones de ASIGNACIÓN, como el nuevo comportamiento para DEFENDER a este líder. Al seleccionar esta opción, todas estas naves serán puestas(% style="color: rgb(34,34,34);" %) bajo las órdenes(%%) de este líder. El símbolo + aparecerá frente a la nave líder en la LISTA DE OBJETOS, así como los menús de los BIENES PROPIEDAD al lado del mapa. 1335 - 1336 -Las naves que están en un escuadrón o flota de este tipo aún pueden recibir y ejecutar órdenes explícitas de los jugadores. Estas órdenes sobrescribirían su comportamiento actual para seguir a su "jefe" mientras dure su posición. De esta forma, un jugador puede usar cualquier nave para un intercambio o sobrescribir sus objetivos durante una batalla. 1337 - 1338 -Cuando las naves están en un escuadrón o flota, también pueden volar en formaciones. El menú de comandos del líder permite la selección de la formación utilizada en ese momento. 1339 - 1340 - 1341 -{{/sv-translation}} 257 +[[image:attach:X-shape-ABOVE.PNG]][[image:attach:X-shape-PERSPECTIVE.PNG]]
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... ... @@ -1,1 +1,0 @@ 1 -102367481 - space
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... ... @@ -1,1 +1,0 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/102367481/Combat And Weapons
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... ... @@ -1,0 +1,3 @@ 1 +>Break Asteroids 2 + 3 +Could you please explain how this mode works? I have enabled this mode but the turrets seem to be doing nothing. There are all kinds of threads on the internet about them but it seems like nobody has made the break asteroids mode work so far, so some explanation on how to break asteroids with turrets would be super helpful. - Date
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... ... @@ -1,0 +1,1 @@ 1 +2018-12-23 00:34:57.0
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... ... @@ -1,0 +1,1 @@ 1 +XWiki.DrSuperEvil - Comment
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... ... @@ -1,0 +1,1 @@ 1 +Turrets get bugged coming out of travel mode so you need to change their settings and then cycle back to the desired one. - Date
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... ... @@ -1,0 +1,1 @@ 1 +2018-12-23 00:37:46.0 - Reply To
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... ... @@ -1,0 +1,1 @@ 1 +0
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... ... @@ -1,0 +1,1 @@ 1 +What do the four boxes for each gun in the ship information tab control? - Date
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... ... @@ -1,0 +1,1 @@ 1 +2018-12-31 01:18:27.0
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... ... @@ -1,0 +1,1 @@ 1 +XWiki.Sparks - Comment
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... ... @@ -1,0 +1,3 @@ 1 +I've added 3 additional images to the page. If you mean the drop-down options for each gun that you can see in the new image below the "**All owned ships**: **Ship Info Menu**" bullet, they let you set Rules Of Engagement on a per turret basis. 2 + 3 +See "**HUD Controls for Turrets on Medium ships**" section for short descriptions of the Rules Of Engagement options. - Date
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... ... @@ -1,0 +1,1 @@ 1 +2018-12-31 10:16:42.0 - Reply To
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... ... @@ -1,0 +1,5 @@ 1 +What are the keys on the keyboard to fire the Primary weapons? 2 + 3 +I was using space but then somehow on my Cerberus Vanguard space was not firing the guns anymore and I can't figure out how to get that back again. 4 + 5 +Where in the menus can you change the primary weapons firing buttons? - Date
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... ... @@ -1,0 +1,1 @@ 1 +2018-12-31 22:51:37.0
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... ... @@ -1,0 +1,1 @@ 1 +XWiki.Sparks - Comment
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... ... @@ -1,0 +1,1 @@ 1 +Space is the key. Please report any problems [[via the forum>>url:https://forum.egosoft.com/viewtopic.php?f=180&t=402324||shape="rect"]] where Devs are likely to see it. - Date
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... ... @@ -1,0 +1,1 @@ 1 +2019-01-01 09:10:09.0 - Reply To
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... ... @@ -1,0 +1,1 @@ 1 +4
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... ... @@ -1,0 +1,10 @@ 1 +Under Ship Information, "Weapon Configuration", Weapon (ie S Pulse Laser Mk1), there are 2 sets of 4 boxes. Labeled Primary and Secondary. 2 + 3 +Those four boxes are where you setup the weapons Primary and Secondary Firegroup. 4 + 5 +You can put the weapon into all 8 firegroups. 6 + 7 +The firegroups are toggled using the numbers: 8 + 9 +Change Primary Firegroup: 1/2/3/4 10 +Change Secondary Firegroup 5/6/7/8 - Date
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... ... @@ -1,0 +1,1 @@ 1 +2019-01-04 05:35:36.0 - Reply To
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... ... @@ -1,0 +1,1 @@ 1 +XWiki.Sparks - Comment
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... ... @@ -1,0 +1,1 @@ 1 +Thanks for replying with this missing info. I've added that to the page above. - Date
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... ... @@ -1,0 +1,1 @@ 1 +2019-01-04 10:36:24.0 - Reply To
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... ... @@ -1,0 +1,1 @@ 1 +6
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... ... @@ -1,0 +1,1 @@ 1 +How do i command a fleet to get ammo or repairs ? - Date
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... ... @@ -1,0 +1,1 @@ 1 +2019-01-11 15:00:45.0
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... ... @@ -1,0 +1,1 @@ 1 +XWiki.Sparks - Comment
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... ... @@ -1,0 +1,3 @@ 1 +You'll need to use either an Equipment Dock, or a Wharf/Shipyard (depending on ship class): 2 + 3 +[[doc:X4 Foundations Wiki.X4\: Foundations Manual.Purchasing And Upgrading Ships.WebHome]] - Date
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... ... @@ -1,0 +1,1 @@ 1 +2019-01-11 23:59:14.0 - Reply To
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... ... @@ -1,0 +1,1 @@ 1 +Yeah I know how to do it for 1 ship at a time but how to i order a group of ships to repair or ammo so I dont have to go through all 50 ships in the fleet 1 at a time ? - Date
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... ... @@ -1,0 +1,1 @@ 1 +2019-01-12 05:32:31.0
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... ... @@ -1,0 +1,1 @@ 1 +How do you name a fleet or is that not possible - Date
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... ... @@ -1,0 +1,1 @@ 1 +2019-01-25 03:09:39.0
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... ... @@ -1,0 +1,1 @@ 1 +XWiki.eliseeff - Comment
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... ... @@ -1,0 +1,19 @@ 1 +* Available on two places via drop-down menus: 2 +** **Piloted ship**: **Ship Menu** (click on the chevron in top-centre of screen): 3 +[[image:attach:Turret_info.JPG]] 4 +** **All owned ships**: **Ship Info Menu** (locate Turret Behaviour settings are near the bottom): 5 +[[image:attach:Turret_info_3.JPG]] 6 + 7 +(% style="color: rgb(255,0,0);" %)**These two pictures are confused with each other.** 8 + 9 + 10 + 11 +~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~** 12 + 13 +== Attacking specific station modules == 14 + 15 +..... 16 + 17 +* Expand the station's info so that you can see specific modules (see image below) 18 + 19 +(% style="color: rgb(255,0,0);" %)**Need to add the "image below". (% class="tlid-translation translation" lang="en" title="" %)It is currently missing.(%%)** - Date
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... ... @@ -1,0 +1,1 @@ 1 +2019-05-26 17:42:00.0
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... ... @@ -1,0 +1,3 @@ 1 +What's the difference between Defend, Attack, Intercept? 2 + 3 + - Date
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... ... @@ -1,0 +1,1 @@ 1 +2020-04-06 01:16:01.0
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... ... @@ -1,0 +1,14 @@ 1 +Subordinate group modes: 2 + Attack - Ships will attack their commander's target. 3 + Intercept - Ships will attack any hostile non-capital ships that come into their operational range*. 4 + Defend - Prior escort behavior before new modes were implemented. Think of this as automatic mode. Subordinate behavior depends a lot on what their commander is doing at the time. 5 + 6 +Docked - Orders all subordinates in the specified group to dock and ignore all targets (% class="text-italics" %)//including their commanders' attackers//(%%). Does not affect ships that are unable to dock at their commander. 7 + Launched - Orders all subordinates in the specified group to act on their specified behavior. (Note that for fighters subordinate to a carrier, this may mean that they stay docked at their commander.) 8 + On those last two, please note the bug acknowledged in the post right above this one. You should get the fix for that bug in a future update. 9 + 10 +~* Operational range is always their commander's radar range. This was implemented this way for clarity since this is what you see as what your ship is aware of. 11 + 12 + 13 + 14 +Taken from here: [[https:~~/~~/forum.egosoft.com/viewtopic.php?f=192&t=421644&start=15#p4908844>>url:https://forum.egosoft.com/viewtopic.php?f=192&t=421644&start=15#p4908844||shape="rect"]] - Date
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... ... @@ -1,0 +1,1 @@ 1 +2020-04-09 12:15:04.0
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... ... @@ -1,0 +1,1 @@ 1 +Also relevant in the context of fleet management: [[doc:X4 Foundations Wiki.Manual and Guides.Objects in the Game Universe.Ship Orders And Behaviours.WebHome]] and [[doc:X4 Foundations Wiki.X4\: Foundations Manual.NPC Behaviours.WebHome]]. - Date
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... ... @@ -1,0 +1,1 @@ 1 +2020-05-15 13:26:10.0
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... ... @@ -1,0 +1,1 @@ 1 +hello, somehow I accidentally disabled player-assist 'target target' mode, where I find this setting to activate it again?, I searched in game settings but I didn't find it - Date
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... ... @@ -1,0 +1,1 @@ 1 +2020-05-29 20:41:32.0
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... ... @@ -1,0 +1,9 @@ 1 +Okay there are 32 boxes in the 'Weapons Configuration' panel. The instructions of 'These control the weapons' is obvious given the NAME of the panel... 2 +\\ 3 + 4 +**'Those four boxes are where you setup the weapons Primary and Secondary Firegroup.** 5 + 6 +**You can put the weapon into all 8 firegroups.'** 7 + 8 + 9 +\\Great, super, but not good enough to explain to the user how to configure them USING the boxes. The above instruction are basically saying 'weapons are configured using these boxes'. That's great, well done... absolute genius... now continue on this ... HOW are these boxes linked to setting up weapons using the 1234 and 5678 keys? To be honest the fact I have to ask this on a forum of sorts pretty much tells me that I bought the wrong game. At this stage I will settle for randomly firing one missile into the abyss! - Date
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... ... @@ -1,0 +1,1 @@ 1 +2021-04-14 03:32:41.0
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... ... @@ -1,0 +1,1 @@ 1 +Is 'Aim assist' (in the settings) the same as 'target target' mode? - Date
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... ... @@ -1,0 +1,1 @@ 1 +2022-02-21 12:34:13.0
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... ... @@ -1,0 +1,22 @@ 1 +Can someone explain to me why, when ordering your Commander to attack a station (specifically Xenon), they, plus ALL other L and XL class ships subbed to them, decide that the best way to attack is to go into less than 5km range... thus being hit by the Xenon weapons? All the Destroyers have a main gun range greater than the Xenon station defence range... why don't they keep their distance? Can there be a choice to "approach to 7km and attack" so that, when manoeuvring to get a better shot, the Commander and all Subs CIRCLE around that range? 2 +\\I know this won't help with, say, Paranid as those head-cases have station defences as great as main guns for most other races, but it would make OOS Xenon station mopping up a little easier. Why easier? Oh, simple. Xenon LOVE to place their stations WAY above or WAY below the flat plane of a system. If they are ON the plane, I can micro manage each ship to get to a certain point and then fire. Usually that works well with no or very little hits. Still a pain in the butt when you're ALSO keeping your eyes open for rampaging Is or a fleet of Ks. But it's doable. 3 +\\But when UP or DOWN, it becomes a blazing headache. There is no easy way to move up and down the Y axis. You put your fleet where you want them... then change camera angle to change the Y for each... and by the time they GET where you THINK is right... dead. Too close. Or too far, and when you get them to "Fly too", they are SO far away... they engage Travel Drive and end up... 4 km away. Dead. You can't simply move them a bit closer, step by step, for as soon as you click "travel here", back to the normal plane of the system they go. 4 +\\I don't care if the AI wants to charge in like lunatics for all other factions - hell, it means my Terran Station Turrets get a chance (another bug-bear... too short a range on all Terran Turrets for stations). Have that remain as is. 5 + 6 +\\ 7 + 8 +But for the love of heaven (and my sanity) can you implement EITHER: 9 + 10 +\\ 11 + 12 +1) a "ship slave system" where if you are piloting the Lead Destroyer/Battleship, your sub Destroyers, etc, match you (as in, remove the AI situation WHEN in formation - the subs are fixed in their formation position and are, by default, part of YOUR ship. If you move left, they will. If you move right, they will. Not just sit there with their thumb up their unmentionable. I'd be happy with them at LEAST following behind me and when I stop they reform. They don't even do that. If I'm in command of the Commander ship of a fleet, I have to micromanage every single frigging sub I have - more than irritating. Slave System would be nice! (With the obvious exceptions of - if something blocks the way of the Sub, AI moves them out of formation (and Slave) and then moves back in to "reattach" to the formation you control)): 13 + 14 + 15 +Or 2) a section of the "Fly to", "Attack Target", etc, commands where you specify "x range or greater" so they stop at a certain point and stay at that point from the centre of the target. Maybe a specific command JUST for stations, if it would be a mess when fighting other ships - but at least getting your forces to do what you want them to do without barrelling into kill range needlessly would be a great help. I know it wouldn't help for most other race stations, but the Xenon are currently decimating the Split in my universe. I'm doing my best with my limited fleet and funds to push them back (bagged an I just now - small ship to destroy most of the hardpoints, sent my 11 destroyers at it, nearly lost one, but phew! Made it with all ships... and a big repair bill). But stations are a pain, especially when so far up or down the Y axis. 16 +\\Sorry if that sounds snarky. It's been a long hard fight to pacify the North-West of my universe today. Cleared three systems, blocked off the two furthest North West with about 500 Mk2 deployable Turrets (watched them shred a K - glorious!)... but had to reload a few saves because of station attack craziness when two of my Paranid ships went "Oh! I wanna move HERE and sit over the thing hurting me so I can fire at it!" Those ships have 10km range main gun, for pete's sakes! 17 + 18 +\\ 19 + 20 +Anyhoo... having fun: tho I wish the Xenon in my run were less angry at everything - only 4 days in game have passed. Managed to fix (somewhat) Haviktah's Choice, so the Argon can rebuild... but the Split? Thought they were a warrior race. The Free Families managed to kill the Xenon to their absolute East, and are holding out against those who have destroyed most of the Patriarchy. Only two of those systems remains. TWO. Well, technically four, but those two (above Heretics End) are down to three stations a piece, and no Defence Stations. Grey Sectors. No ships moving. Just six terrified stations hoping my defences hold for a bit. Cut off from the other two Patriarch sectors as well! And don't mention the two sectors of Paranid God Realm to the North... they died before I even discovered them. I said a prayer... then left those systems in Xenon hands and blocked off the gates. 21 +\\And the Teladi are now getting it in the north! They are about as useful in a fight as a wet tissue... but they have some guts, at least. No issues down south with the Paranid, or Antigone, or Teladi at the south. Those Xenon must be on recharge, or something! But in the North? 22 +\\So much for a nice quiet game of building stations and trading my way to riches. I never intended to prep for war so early. Only got 7 stations! Taking me forever to do anything. - Date
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