Changes for page Combat And Weapons
Last modified by Daniel Turner on 2024/01/11 14:32
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... ... @@ -1,1 +1,1 @@ 1 -xwiki:XWiki. peterk1 +xwiki:XWiki.LuisGomez - Content
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... ... @@ -26,7 +26,7 @@ 26 26 * **Missile Turrets** (available on L and XL ships) 27 27 * **[[Defence Drones>>doc:Drones]]** (deployable from some M, L and XL ships) 28 28 29 -**Main weapons **are controlled by the player when captaining their ship, and Defence Drones will deploy automatically to protect their mothership if piloted by an NPC.29 +**Main weapons **are controlled by the player when captaining their ship. Turrets are controlled by Service Personnel, and Defence Drones will deploy automatically to protect their mothership. 30 30 31 31 == Main Weapon Aiming (Guns) == 32 32 ... ... @@ -137,125 +137,9 @@ 137 137 138 138 Ships which are in such a squad or fleet can still receive and execute explicit player orders. These orders would overwrite their current behaviour to follow their "boss" for their duration. This way a player can use any ship for a trade run or overwrite their targets during a battle. 139 139 140 -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. 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 -=== Fleet subordinates === 143 - 144 -(% class="comment-content wiki-content" %) 145 -((( 146 -Subordinate group modes: 147 - Attack - Ships will attack their commander's target. 148 - Intercept - Ships will attack any hostile non-capital ships that come into their operational range*. 149 - 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. 150 150 151 -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. 152 - 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.) 153 - 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. 154 - 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. 156 - 157 - 158 - 159 -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"]] 160 -))) 161 - 162 -=== Formations === 163 - 164 -Breakdown of each formation as of version 4.00. 165 - 166 -First screenshot is from the top (default map view) and the second is a perspective trying to show space usage. 167 - 168 -Most of those screenshots are with a fleet of 20 ships. 169 - 170 -Each formation requires a skill level, indicated in parenthesis after the name. 171 - 172 -==== Backward Cross (2 stars) ==== 173 - 174 -[[image:attach:Backward Cross-ABOVE.PNG]][[image:attach:Backward Cross-PERSPECTIVE.PNG]] 175 - 176 -==== Backward X-shape (2 stars) ==== 177 - 178 -[[image:attach:Backward X-shape-ABOVE.PNG]][[image:attach:Backward X-shape-PERSPECTIVE.PNG]] 179 - 180 -==== Circle (0 star) ==== 181 - 182 -[[image:attach:Circle-ABOVE.PNG]][[image:attach:Circle-PERSPECTIVE.PNG]] 183 - 184 -==== Cross (2 stars) ==== 185 - 186 -[[image:attach:Cross-ABOVE.PNG]][[image:attach:Cross-PERSPECTIVE.PNG]] 187 - 188 -==== Eagle (4 stars) ==== 189 - 190 -[[image:attach:Eagle-ABOVE.PNG]][[image:attach:Eagle-PERSPECTIVE.PNG]] 191 - 192 -==== Echelon (5 stars) ==== 193 - 194 -[[image:attach:Echelon-ABOVE.PNG]][[image:attach:Echelon-PERSPECTIVE.PNG]] 195 - 196 -==== Forward Cross (2 stars) ==== 197 - 198 -[[image:attach:Forward Cross-ABOVE.PNG]][[image:attach:Forward Cross-PERSPECTIVE.PNG]] 199 - 200 -==== Forward X-shape (2 stars) ==== 201 - 202 -[[image:attach:Forward X-shape-ABOVE.PNG]][[image:attach:Forward X-shape-PERSPECTIVE.PNG]] 203 - 204 -==== Horizontal Dart (5 stars) ==== 205 - 206 -[[image:attach:Horizontal Dart-ABOVE.PNG]][[image:attach:Horizontal Dart-PERSPECTIVE.PNG]] 207 - 208 -==== Inverse Point Guard (3 stars) ==== 209 - 210 -[[image:attach:Inverse Point Guard-ABOVE.PNG]][[image:attach:Inverse Point Guard-PERSPECTIVE.PNG]] 211 - 212 -==== Inverse V-shape (1 star) ==== 213 - 214 -[[image:attach:Inverse V-shape-ABOVE.PNG]][[image:attach:Inverse V-shape-PERSPECTIVE.PNG]] 215 - 216 -==== Line Abreast (0 star) ==== 217 - 218 -[[image:attach:Line Abreast-ABOVE.PNG]][[image:attach:Line Abreast-PERSPECTIVE.PNG]] 219 - 220 -==== Line Astern (0 star) ==== 221 - 222 -[[image:attach:Line Astern-ABOVE.PNG]][[image:attach:Line Astern-PERSPECTIVE.PNG]] 223 - 224 -==== Point Guard (3 stars) ==== 225 - 226 -[[image:attach:Point Guard-ABOVE.PNG]][[image:attach:Point Guard-PERSPECTIVE.PNG]] 227 - 228 -==== Semicircle (0 star) ==== 229 - 230 -[[image:attach:Semicircle-ABOVE.PNG]][[image:attach:Semicircle-PERSPECTIVE.PNG]] 231 - 232 -==== Triangle (1 star) ==== 233 - 234 -[[image:attach:Triangle-ABOVE.PNG]][[image:attach:Triangle-PERSPECTIVE.PNG]] 235 - 236 -==== Twin (4 stars) ==== 237 - 238 -[[image:attach:Twin-ABOVE.PNG]][[image:attach:Twin-PERSPECTIVE.PNG]] 239 - 240 -==== V-shape (1 star) ==== 241 - 242 -[[image:attach:V-shape-ABOVE.PNG]][[image:attach:V-shape-PERSPECTIVE.PNG]] 243 - 244 -==== Vertical Dart (5 stars) ==== 245 - 246 -[[image:attach:Vertical Dart-ABOVE.PNG]][[image:attach:Vertical Dart-PERSPECTIVE.PNG]] 247 - 248 -==== Vulcan (5 stars) ==== 249 - 250 -[[image:attach:Vulcan-ABOVE.PNG]][[image:attach:Vulcan-PERSPECTIVE.PNG]] 251 - 252 -==== W-shape (4 stars) ==== 253 - 254 -[[image:attach:W-shape-ABOVE.PNG]][[image:attach:W-shape-PERSPECTIVE.PNG]] 255 - 256 -==== X-shape (2 stars) ==== 257 - 258 -[[image:attach:X-shape-ABOVE.PNG]][[image:attach:X-shape-PERSPECTIVE.PNG]] 259 259 {{/sv-translation}} 260 260 261 261 {{sv-translation language="de"}} ... ... @@ -1289,9 +1289,9 @@ 1289 1289 1290 1290 == Combatir == 1291 1291 1292 -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 alg ún 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.1176 +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 algun 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. 1293 1293 1294 -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 terminaráen Game Over).1178 +Los elementos de superficie individuales de las naves [[Grandes y Extragrandes>>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 recividos. 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 terminarà en Game Over). 1295 1295 1296 1296 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. 1297 1297 ... ... @@ -1316,13 +1316,13 @@ 1316 1316 1317 1317 == Objetivo Principal del Arma (Misiles) == 1318 1318 1319 -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". 1203 +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". 1320 1320 1321 1321 == Principales Grupos de Armas == 1322 1322 1323 -Bajo la Información de la Nave, **"Configuración del Arma"**, Arma (por ejemplo, L áser S Mk1), hay 2 juegos de 4 cajas. Estas están etiquetadas como Primarias y Secundarias (ver arriba).1207 +Bajo la Información de la Nave, **"Configuración del Arma"**, Arma (por ejemplo, Laser S Mk1), hay 2 juegos de 4 cajas. Estas están etiquetadas como Primarias y Secundarias (ver arriba). 1324 1324 1325 -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.1209 +Con Esas cuatro cajas puedes configurar los principales Grupos de Armas Primarias y Secundarias. Puedes poner un arma en los 8 grupos si lo deseas. 1326 1326 1327 1327 Los grupos de fuego se alternan usando **Teclas de Acceso Rápido**: 1328 1328 ... ... @@ -1331,7 +1331,7 @@ 1331 1331 1332 1332 == Temperatura del Arma Principal == 1333 1333 1334 -Los cañones primari os 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).1218 +Los cañones primarias generan calor cuando dispran, 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). 1335 1335 1336 1336 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). 1337 1337 ... ... @@ -1349,336 +1349,9 @@ 1349 1349 1350 1350 == Configuración de la Torreta == 1351 1351 1352 -==== Reglas de Combate de la Torreta: ==== 1353 - 1354 -* Torreta offline [[image:attach:Turret_OFF.JPG]]: No efectuará ninguna acción 1355 -* Torreta online [[image:attach:Turret_ON.JPG]]: Efectuará las siguientes acciones: 1356 -** Atacar Enemigos [[image:attach:Turret_attack.JPG]]: Responderá a cualquier acto hostil 1357 -** Apuntar al objetivo [[image:attach:Turret_hold_fire.JPG]]: Solo atacará al objetivo seleccionado si es hostil 1358 -** Defender la Nave [[image:attach:Turret_defned.JPG]]: Responderá al fuego contra lo que ataque la nave (no con misiles) 1359 -** Defensa con misiles[[image:attach:Turret_missiles.JPG]]: Solo intentará interceptar misiles entrantes (no las naves) - [Modalidad X3 "Solo misiles"] 1360 -** Romper Asteroides[[image:attach:Turret_mining.JPG]]: Asiste la [[extracción de materiales sólidos>>attach:image2019-12-12 14:43:33.png]]. 1361 - 1362 -==== Controles de HUD para Torretas en las Naves Medianas: ==== 1363 - 1364 -* ((( 1365 -Dependiendo del modelo de la nave, pueden haber de 2 a 4 torretas. 1366 -))) 1367 -* Los iconos de configuración de cada torreta se encuentran en la parte superior central de la pantalla: 1368 - 1369 -[[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_info_2.JPG?version=1&modificationDate=1546247464000&api=v2]] 1370 - 1371 -==== Controles completos para todas las naves: ==== 1372 - 1373 -* Controles de la torreta personalizables para todas las naves. 1374 -* Cada torreta, o grupo de torretas (pares de las Medianas), tiene varias configuraciones: 1375 -** Cada configuración ofrece las mismas opciones que los controles del HUD ya vistos. 1376 -** Además, hay una configuración para **aplicar una modalidad a todas las torretas** 1377 -* Disponible en dos lugares a través de los menús desplegables:\\ 1378 -** **Nave piloteada: Menú de la Nave** (haz clic en la flecha de Chevron en el centro superior de la pantalla): 1379 - 1380 -[[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_info.JPG?version=2&modificationDate=1546247498000&api=v2]] 1381 - 1382 -Todas las naves de propiedad: Menú de información de la nave (ubicar la configuración del funcionamiento de la torreta en la parte inferior): 1383 - 1384 -[[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_info_3.JPG?version=1&modificationDate=1546247518000&api=v2]] 1385 - 1386 -== Drones de Defensa == 1387 - 1388 -Estas pequeñas naves pueden ser equipadas y operadas por naves con plataformas pequeñas (Fragatas, Naves grandes y XL). 1389 - 1390 -Resumen de las características: 1391 - 1392 -* Baratos (~~15,000 Cr) 1393 -* Equipados con un láser de impulsos Mk1 1394 -* Integridad del casco en la función de explorador (1,900 MJ) 1395 -* No tienen escudos 1396 -* Auto reparados por las naves nodrizas después del atraque 1397 - 1398 -== Atacar módulos de estación específicos == 1399 - 1400 -Es posible ordenar las naves en el Flanco del Jugador para atacar módulos específicos. Por ejemplo, módulos de almacenamiento, defensa o administración. 1401 - 1402 -El proceso para hacer esto: 1403 - 1404 -1. Abre el mapa 1405 -1. Expande la información de la estación para que puedas ver módulos específicos (ve la imagen a continuación) 1406 -1. Haz clic izquierdo en el módulo que deseas atacar 1407 -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"\\ 1408 -1*. Si este comando no está disponible, vuelve a seleccionar el módulo, presiona "T" e intenta nuevamente 1409 - 1410 -== Botín == 1411 - 1412 -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. 1413 - 1414 -== Administración de la Flota == 1415 - 1416 -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. 1417 - 1418 -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. 1419 - 1420 -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. 1421 - 1422 -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. 1423 - 1424 1424 1425 -{{/sv-translation}} 1426 1426 1427 -{{sv-translation language="ko"}} 1428 - 1429 - 1430 -{{toc/}} 1431 - 1432 -== Fight == 1433 - 1434 -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]]. 1435 - 1436 -== Combat == 1437 - 1438 -[[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. 1439 - 1440 -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). 1441 - 1442 -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);" %)duelling (%%)opponents, superior numbers are another way to win battles. 1443 - 1444 -== Weapon Types == 1445 - 1446 -(% style="color: rgb(51,51,51);" %)categories[[Weapons fall into 5 general >>doc:Purchasing And Upgrading Ships]](%%): 1447 - 1448 -* **Main **weapons**:** 1449 -** **Primary Guns** (forward-facing weapons on [[S, M and L ships>>doc:Ships And The Playership]]) 1450 -** **Secondary Launchers** (forward-facing weapons on S and M ships) 1451 -* **Gun Turrets** (available on M, L and XL ships) 1452 -* **Missile Turrets** (available on L and XL ships) 1453 -* **[[Defence Drones>>doc:Drones]]** (deployable from some M, L and XL ships) 1454 - 1455 -**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. 1456 - 1457 -== Main Weapon Aiming (Guns) == 1458 - 1459 -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. 1460 - 1461 -== Main Weapon Aiming (Missiles) == 1462 - 1463 -Player-controlled (forward-facing), secondary launchers (% style="color: rgb(51,51,51);" %)equipped (%%)with dumbfire missiles will fire at the cursor's position. When (% style="color: rgb(51,51,51);" %)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. 1464 - 1465 -== Main Weapon Firegroups == 1466 - 1467 -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). 1468 - 1469 -Those four boxes are where you can setup the main weapon's Primary and Secondary Firegroups. You can put a weapon into all 8 firegroups if you wish. 1470 - 1471 -The firegroups are toggled using **Hotkeys**: 1472 - 1473 -* Change Primary Firegroup: **1**/**2**/**3**/**4** 1474 -* Change Secondary Firegroup **5**/**6**/**7**/**8 ** 1475 - 1476 -== Main Weapon Heat == 1477 - 1478 -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). 1479 - 1480 -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//). 1481 - 1482 -**Minor heat buildup** (bar the on right is short) 1483 - 1484 -[[image:attach:DPS_1.JPG]] 1485 - 1486 -**Heavy Heat buildup** (bar is long, and orange) 1487 - 1488 -[[image:attach:DPS_2.JPG]] 1489 - 1490 -**Overheated** (bar is red, and weapons have shutdown) 1491 - 1492 -[[image:attach:DPS_3.JPG]] 1493 - 1494 -== Turret Settings == 1495 - 1496 -==== Turret Rules of Engagement: ==== 1497 - 1498 -* Turret offline [[image:attach:Turret_OFF.JPG]]: Will not take any action 1499 -* Turret online [[image:attach:Turret_ON.JPG]]: Will take the actions below: 1500 -** Attack Enemies [[image:attach:Turret_attack.JPG]]: Attack any hostiles 1501 -** Target Target [[image:attach:Turret_hold_fire.JPG]]: Will only attack the selected target if it is hostile 1502 -** Defend Ship [[image:attach:Turret_defned.JPG]]: Returns fire on things that attacks the ship (not missiles) 1503 -** 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" %)] 1504 -** Break Asteroids [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:Trading And Mining]] 1505 - 1506 -==== HUD Controls for Turrets on Medium ships: ==== 1507 - 1508 -* ((( 1509 -Depending on ship model, there may be 2-4 turrets 1510 -))) 1511 -* Their per-turret settings icons are found at the top-middle of the screen: 1512 - 1513 -(% style="margin-left: 30.0px;" %) 1514 -[[image:attach:Turret_info_2.JPG]] 1515 - 1516 -==== Full Controls for All Ships: ==== 1517 - 1518 -* Customisable turret controls for all ships 1519 -* Each Turret, or Turret Group (pairs of Mediums), have settings: 1520 -** Each setting offers the same options as the HUD Controls above 1521 -** Additionally, there is a setting that to** apply an option to all turrets** 1522 -* Available on two places via drop-down menus: 1523 -** **Piloted ship**: **Ship Menu** (click on the chevron in top-centre of screen): 1524 -[[image:attach:Turret_info.JPG]] 1525 -** **All owned ships**: **Ship Info Menu** (locate Turret Behaviour settings are near the bottom): 1526 -[[image:attach:Turret_info_3.JPG]] 1527 - 1528 -== Defence Drones == 1529 - 1530 -These small craft can be equipped to, and operated by, ships with Small Docks (Frigates, Large and XL Ships). 1531 - 1532 -Summary of capabilities: 1533 - 1534 -* Cheap (~~15,000 Cr) 1535 -* Equipped with a Pulse Laser Mk1 1536 -* Scout-level hull integrity (1,900 MJ) 1537 -* Do not have shields 1538 -* Auto-repaired by their motherships after docking** 1539 -** 1540 - 1541 -== Attacking specific station modules == 1542 - 1543 -It is possible to order ships on the Playership's Wing to attack specific modules. For example, Storage, Defence or Administrate modules. 1544 - 1545 -Process for doing this: 1546 - 1547 -1. Open the Map 1548 -1. Expand the station's info so that you can see specific modules (see image below) 1549 -1. Left click on the module you wish to attack 1550 -1. Right-click on the Playership (or specific ship in Wing) and select "Wing: Attack My Target" 1551 -1*. If this order is not available, re-select the module, press "T", and try again 1552 - 1553 -== Loot == 1554 - 1555 -Hacking or destroying ships and station storage modules will cause them to drop a proportion of their cargo for other ships to collect. Collecting wares dropped from a station is considered theft, so the station may turn hostile with any ships that do. NPC ships also have a chance to drop wares for the player inventory dependent on the type and faction of ship killed. 1556 - 1557 -== Fleet Management == 1558 - 1559 -Ships can form hierarchical groups. A leader followed by several "wingmen", often referred to as a squad(ron), but also multiple levels deep as soon as a leader of one group itself follows instructions of another leader. 1560 - 1561 -Setting up such a fleet can be done the easiest by selecting one or multiple ships which are supposed to be the followers on the map, then right clicking on the new leader. The context menu will now show ASSIGNMENT options such as the new behaviour to DEFEND this leader. Selecting this option will move all these ships into the hierarchy of this leader. A plus + symbol now appear in front of the leader ship in the OBJECT LIST as well as the PROPERTY OWNED menus at the side of the map. 1562 - 1563 -Ships which are in such a squad or fleet can still receive and execute explicit player orders. These orders would overwrite their current behaviour to follow their "boss" for their duration. This way a player can use any ship for a trade run or overwrite their targets during a battle. 1564 - 1565 -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. 1566 - 1567 -=== Fleet subordinates === 1568 - 1569 -(% class="comment-content wiki-content" %) 1570 -((( 1571 -Subordinate group modes: 1572 - Attack - Ships will attack their commander's target. 1573 - Intercept - Ships will attack any hostile non-capital ships that come into their operational range*. 1574 - 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. 1575 1575 1576 -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. 1577 - 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.) 1578 - 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. 1579 - 1580 -~* 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. 1581 1581 1582 1582 1583 - 1584 -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"]] 1585 -))) 1586 - 1587 -=== Formations === 1588 - 1589 -Breakdown of each formation as of version 4.00. 1590 - 1591 -First screenshot is from the top (default map view) and the second is a perspective trying to show space usage. 1592 - 1593 -Most of those screenshots are with a fleet of 20 ships. 1594 - 1595 -Each formation requires a skill level, indicated in parenthesis after the name. 1596 - 1597 -==== Backward Cross (2 stars) ==== 1598 - 1599 -[[image:attach:Backward Cross-ABOVE.PNG]][[image:attach:Backward Cross-PERSPECTIVE.PNG]] 1600 - 1601 -==== Backward X-shape (2 stars) ==== 1602 - 1603 -[[image:attach:Backward X-shape-ABOVE.PNG]][[image:attach:Backward X-shape-PERSPECTIVE.PNG]] 1604 - 1605 -==== Circle (0 star) ==== 1606 - 1607 -[[image:attach:Circle-ABOVE.PNG]][[image:attach:Circle-PERSPECTIVE.PNG]] 1608 - 1609 -==== Cross (2 stars) ==== 1610 - 1611 -[[image:attach:Cross-ABOVE.PNG]][[image:attach:Cross-PERSPECTIVE.PNG]] 1612 - 1613 -==== Eagle (4 stars) ==== 1614 - 1615 -[[image:attach:Eagle-ABOVE.PNG]][[image:attach:Eagle-PERSPECTIVE.PNG]] 1616 - 1617 -==== Echelon (5 stars) ==== 1618 - 1619 -[[image:attach:Echelon-ABOVE.PNG]][[image:attach:Echelon-PERSPECTIVE.PNG]] 1620 - 1621 -==== Forward Cross (2 stars) ==== 1622 - 1623 -[[image:attach:Forward Cross-ABOVE.PNG]][[image:attach:Forward Cross-PERSPECTIVE.PNG]] 1624 - 1625 -==== Forward X-shape (2 stars) ==== 1626 - 1627 -[[image:attach:Forward X-shape-ABOVE.PNG]][[image:attach:Forward X-shape-PERSPECTIVE.PNG]] 1628 - 1629 -==== Horizontal Dart (5 stars) ==== 1630 - 1631 -[[image:attach:Horizontal Dart-ABOVE.PNG]][[image:attach:Horizontal Dart-PERSPECTIVE.PNG]] 1632 - 1633 -==== Inverse Point Guard (3 stars) ==== 1634 - 1635 -[[image:attach:Inverse Point Guard-ABOVE.PNG]][[image:attach:Inverse Point Guard-PERSPECTIVE.PNG]] 1636 - 1637 -==== Inverse V-shape (1 star) ==== 1638 - 1639 -[[image:attach:Inverse V-shape-ABOVE.PNG]][[image:attach:Inverse V-shape-PERSPECTIVE.PNG]] 1640 - 1641 -==== Line Abreast (0 star) ==== 1642 - 1643 -[[image:attach:Line Abreast-ABOVE.PNG]][[image:attach:Line Abreast-PERSPECTIVE.PNG]] 1644 - 1645 -==== Line Astern (0 star) ==== 1646 - 1647 -[[image:attach:Line Astern-ABOVE.PNG]][[image:attach:Line Astern-PERSPECTIVE.PNG]] 1648 - 1649 -==== Point Guard (3 stars) ==== 1650 - 1651 -[[image:attach:Point Guard-ABOVE.PNG]][[image:attach:Point Guard-PERSPECTIVE.PNG]] 1652 - 1653 -==== Semicircle (0 star) ==== 1654 - 1655 -[[image:attach:Semicircle-ABOVE.PNG]][[image:attach:Semicircle-PERSPECTIVE.PNG]] 1656 - 1657 -==== Triangle (1 star) ==== 1658 - 1659 -[[image:attach:Triangle-ABOVE.PNG]][[image:attach:Triangle-PERSPECTIVE.PNG]] 1660 - 1661 -==== Twin (4 stars) ==== 1662 - 1663 -[[image:attach:Twin-ABOVE.PNG]][[image:attach:Twin-PERSPECTIVE.PNG]] 1664 - 1665 -==== V-shape (1 star) ==== 1666 - 1667 -[[image:attach:V-shape-ABOVE.PNG]][[image:attach:V-shape-PERSPECTIVE.PNG]] 1668 - 1669 -==== Vertical Dart (5 stars) ==== 1670 - 1671 -[[image:attach:Vertical Dart-ABOVE.PNG]][[image:attach:Vertical Dart-PERSPECTIVE.PNG]] 1672 - 1673 -==== Vulcan (5 stars) ==== 1674 - 1675 -[[image:attach:Vulcan-ABOVE.PNG]][[image:attach:Vulcan-PERSPECTIVE.PNG]] 1676 - 1677 -==== W-shape (4 stars) ==== 1678 - 1679 -[[image:attach:W-shape-ABOVE.PNG]][[image:attach:W-shape-PERSPECTIVE.PNG]] 1680 - 1681 -==== X-shape (2 stars) ==== 1682 - 1683 -[[image:attach:X-shape-ABOVE.PNG]] 1684 1684 {{/sv-translation}}
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