Changes for page Combat And Weapons
Last modified by Daniel Turner on 2024/01/11 14:32
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... ... @@ -6,23 +6,60 @@ 6 6 7 7 [[Ships armed>>doc:Purchasing and Upgrading ships]] with frontal weapons, turrets and Defense Drones can attack other ships to deal damage to them. Shields will absorb damage taken until they are depleted, but will start to recharge after not having taken damage for a period of time. Some shields protect ship hulls, whilst others can protect nearby ship systems on larger ships. 8 8 9 -Individual surface elements on[[ Large and Extra Large ships>>doc:Ships and the playership HUD]] can be targeted to disable them, however these may also have their own independent shielding. Once shields are depleted the ship or surface element will start taking hull damage from landed hits. If the hull 'hitpoints' of a surface element reaches 0 it is disabled until repaired; if the ship's hull HP reaches 0 it will blow up, destroying the ship (and if the player was on-board it will result in a Game Over).9 +Individual surface elements on[[ Large and Extra Large ships>>doc:Ships and the playership]] can be targeted to disable them, however these may also have their own independent shielding. Once shields are depleted the ship or surface element will start taking hull damage from landed hits. If the hull 'hitpoints' of a surface element reaches 0 it is disabled until repaired; if the ship's hull HP reaches 0 it will blow up, destroying the ship (and if the player was on-board it will result in a Game Over). 10 10 11 -The player is free to customise the turret loadouts of all ships, and the main weapons of Small and Medium Ships (see the Weapon Configuration part of the [[Ship Interactions Menu>>doc:Purchasing and Upgrading ships]]). This allows the player to tailor the roles of ships, or sub-sections of ships, for specific roles (eg. high damage 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 dueling opponents, superior numbers are another way to win battles. 11 +The player is free to customise the turret loadouts of all ships, and the main weapons of Small and Medium Ships (see the Weapon Configuration part of the [[Ship Interactions Menu>>doc:Purchasing and Upgrading ships]]). This allows the player to tailor the roles of ships, or sub-sections of ships, for specific roles (e.g. high damage and long range, or accurate short range weapons). Most ships have blind spots from which they can not attack making ideal spots for their enemies to manoeuvre into. Although an individual ship can be good at (% style="color: rgb(51,51,51);font-family: Arial , sans-serif;font-size: 10.5pt;" %)duelling (%%)opponents, superior numbers are another way to win battles. 12 12 13 -== Aiming==13 +== Weapon types == 14 14 15 - Whenthe player-assist'target target' mode is enabled within game settings (default=on), player-controlledprimary weapons (foward-facingguns)will automatically aim ata leadingpoint to allow projectilesto intercept the positionthe target isflying towards. The same approach is taken automoaticallyby ship-controlledturrets.Player-controlled, dumbfire secondaryweapons (foward-facing missile launchers on Small and Mediumships), andprimary weapons when player-assist modeis not enabled, wil fire at the cursor'sposition. Turrets will automatically fire at targets prioritising certaintargetsbased on the mode they areset to.15 +(% style="color: rgb(51,51,51);" %)categories[[Weapons fall into 5 general >>doc:Purchasing and Upgrading ships]](%%): 16 16 17 +* **Primary guns** (forward-facing weapons on [[S, M and L ships>>doc:Ships and the playership]]) 18 +* **Secondary launchers** (forward-facing weapons on S and M ships) 19 +* **Gun Turrets** (available on M, L and XL ships) 20 +* **Missile Turrets** (available on L and XL ships) 21 +* **[[Defense Drones>>doc:Drones]]** (deployable from some M, L and XL ships) 22 + 23 +**Primary** and **secondary** weapons are controlled by the player when captaining their ship. Turrets are controlled by Service Personnel, and Defence Drones will deploy automatically to protect their mothership. 24 + 25 +== Weapon heat == 26 + 27 +When primary guns are fired they generate heat, which the ship must dissipate in order maintain combat efficiency. When multiple weapons are fitted and used simultaneously, larger amounts of heat are accumulated and it takes the ship longer to dissipate it. The impact of firing multiple guns is visualised by the heat bar to the right of each weapon icon on the HUD (see images below). 28 + 29 +When shooting for short periods of time, heat build-up usually isn't an issue, and primary guns DPS is the "Burst Weapon Output" listed in the [[ship purchase/upgrade menus>>doc:Purchasing and Upgrading ships]]. When fired for longer, especially when several are fired together, heat can force primary guns to shutdown temporarily. When firing over long periods leading to overheating (and weapon shutdowns), primary guns DPS is reduced to the "Sustained Weapon Output" (//please note that at this time, the [[ship purchase/upgrade menus>>doc:Purchasing and Upgrading ships]] lists incorrect sustained MW values//). 30 + 31 +**Minor heat buildup** (short bar is short) 32 + 33 +[[image:attach:DPS_1.JPG]] 34 + 35 +**Heavy Heat buildup** (bar is long, and orange) 36 + 37 +[[image:attach:DPS_2.JPG]] 38 + 39 +**Overheated** (bar is red, and weapons have shutdown) 40 + 41 +[[image:attach:DPS_3.JPG]] 42 + 43 +== Weapon Aiming - guns == 44 + 45 +The game settings contain an option called **player-assist 'target target' mode** (enabled by default). When enabled, player-controlled primary guns will automatically fire at a leading point to intercept the position the target is flying towards. The same approach is taken automatically by ship-controlled gun turrets. When 'target target' mode is not enabled, or when manually aiming, main guns will fire at the cursor's position. 46 + 47 +== Weapon Aiming - missiles == 48 + 49 +Player-controlled (forward-facing), secondary launchers (% style="color: rgb(51,51,51);font-family: Arial , sans-serif;font-size: 10.5pt;" %)equipped (%%)with dumbfire missiles will fire at the cursor's position. When (% style="color: rgb(51,51,51);font-family: Arial , sans-serif;font-size: 10.5pt;" %)equipped with h(%%)oming missiles, secondary launchers use a missile lock HUD marker to automatically try and lock on to the playership's target. 50 + 17 17 == Turret Settings == 18 18 19 19 **Turrets on Large and Extra Large ships:** 20 20 21 21 * Depending on model, there may be many (e.g. 15 on an Odysseus) 22 -* They follow **Defensive** rules of engagement 23 -* *They will fire on targets that __hit their ship__24 -* *They will fire on targets that __hit ships in their Wing__56 +* They follow **Defensive** rules of engagement((( 57 +* They will fire on targets that __hit their ship__ 58 +* They will fire on targets that __hit ships in their Wingd__ 25 25 60 +* Version 1.5 beta 2 tests customised turret controls for L/XL ships (see following section) 61 +))) 62 + 26 26 **Turrets on Medium ships:** 27 27 28 28 * Depending on model, there may be 2-4 ... ... @@ -34,27 +34,58 @@ 34 34 *** Target Target [[image:attach:Turret_hold_fire.JPG]]: Will only attack the selected target if it is hostile 35 35 *** Defend Ship [[image:attach:Turret_defned.JPG]]: Returns fire on things that attacks the ship (not missiles) 36 36 *** 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" %)] 37 -*** Break Asteroids [[image:attach:Turret_mining.JPG]]: Supports mining solid materials 74 +*** Break Asteroids [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:Trading and Mining]] 38 38 39 39 == Loot == 40 40 41 41 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. 42 42 43 -== Claiming Smaller ships ==80 +== Claiming Smaller Ships == 44 44 45 -During combat S and M size ships have a chance to bail leaving the ship abandoned and able to be claimed by other faction or the player. To personally claim an abandoned ship, <player> must [[spacewalk >>doc:Piloting and Travel]]to it, and then locate and scan a signal leak. After the ship becomes player property, the player can dock with the ship and fly it away. 82 +During combat S and M size ships have a chance to bail leaving the ship abandoned and able to be claimed by other faction or the player. To claim bailed ships the player can either claim it from their Spacesuit or order a Marine to do it. To personally claim an abandoned ship, <player> must [[spacewalk >>doc:Piloting and Travel]]to it, and then locate and scan a signal leak. After the ship becomes player property, the player can dock with the ship and fly it away. 46 46 47 -Alternatively select the abandoned ship and then right click it to order a Marine onboard the player ship to go and claim the craft using aboardingpod (<playership> crew must have at least 1 marine assigned to use this option); the Marine will become the Pilot of the new ship once ownership has been transferred. If you intend to keep the ship, finding at least a one-star pilot is recommended to replace that random marine.. or you could set them to 'explore' for several hours to level up their piloting skill..84 +Alternatively select the abandoned ship and then right click it to order a Marine on board the playership to go and claim the craft using a Boarding Pod (<playership> crew must have at least 1 marine assigned to use this option); the Marine will become the Pilot of the new ship once ownership has been transferred. If you intend to keep the ship, finding at least a one-star pilot is recommended to replace that random marine.. or you could set them to 'explore' for several hours to level up their piloting skill.. 48 48 49 49 Marines will cause damage to onboard systems while boarding, so expect losses of (eg) weps, shields etc on <target> once claimed via marine. Personal <player> boarding via 'hacking' the signal leak may not cause (as much) damage..[(% class="confluence-link" %)needs further testing to establish what skills required to minimise remote & personal dmg to which systems - Snafu(%%)]\\ 50 50 51 -== Capturing Larger Ships ==88 +== Boarding Larger Ships == 52 52 53 -Large and XL ships need to be boarded to be captured. Boarding requires sufficient Marine crew o nthe playership.Toprepareforboarding,the targetneedstobenullified(takingouttheengines,turrets andshields).Toinitiateboarding,select the playership andthenrightclickthe targetandorderMarinestoboard the target.90 +Large and XL ships need to be boarded to be captured. Boarding requires sufficient Marine crew across the player-owned ships participating in the action. Boarding involves **Scanning the target** to gain intel, **planning** (using the intel), choosing a **Behviour** for your boarding ship(s) and initiating the **3-stage operation**. 54 54 92 +Either before or during the Op (via **Behaviour**), the target needs to be nullified (taking out the engines, turrets and shields). To initiate boarding, select the desired player-owned ship(s) and then right click the target and order Marines to **Board** the target. 93 + 94 +**Within the Boarding Menu (see below), plan**: 95 + 96 +* Select each boarding ship (top of screen) to set the numbers of Marines on each to be used (lower left of screen) 97 +* Scanning allowed your ship's computer to provide feedback on chance of success across stages (bottom of screen) 98 + 99 +==== Choosing Behaviour for boarding ships: ==== 100 + 101 +1. ((( 102 +Attack escorts 103 +))) 104 +1. Target engines 105 +1. Target turrets 106 +1. Disable Target 107 +1. Maintain distance 108 + 109 +==== Boarding stages: ==== 110 + 111 +1. ((( 112 +Approach (getting Boarding Pods safely to the target) 113 +))) 114 +1. ((( 115 +Infiltration (breaching the hull) 116 +))) 117 +1. ((( 118 +Assault (Defeating the crew) 119 +))) 120 + 121 +**Stages 1 options** instruct their boarding ship(s) how weakly-defended the target should be before launching Boarding Pods. **Stages 2 options** instruct their Marines how strong the target hull should be before breaching (weaken hulls reduce risk to marines but increase risk of destroying the target). Finally during **Stage 3**, your surviving Marines will attempt to defeat the target's crew. 122 + 55 55 Try to keep the subsystems destroyed, and work on reducing hull levels but not to the extent that the boarding marines will destroy the ship. Once the target hull is sufficiency low to reduce boarding resistance below the boarding strength of the players forces (20 or more is good) the ship is as good as captured. If successful, a Marine can be assigned as the captain for the ship or the player can move to the ship personally. 56 56 57 - (% class="confluence-link" %)[Multi-ship boardingis possible, using several shipsto carrythe necessary marines, but I've not yet experimentedwith it - Snafu(%%)]125 +[[image:attach:Boarding.JPG]] 58 58 59 59 == Fleet Management == 60 60 ... ... @@ -68,4 +68,6 @@ 68 68 69 69 == Sector Control == 70 70 71 -Administrative Centre modules, when completedat a player station, grant ownership of an unowned sector on a first come first served basis, revealing all ships and stations in the sector and imposing the illegal wares list of the owning faction. If the Administrative Centre module is destroyed, sector ownership will change over to the next faction with an Administrative Centre. Warring NPC factions are constantly playing a turf war to replace the Defence Platforms of their enemy with one of their own. Once the player has acquired Blueprints for an Administrative Centre, they too can conquer entire sectors if they are willing to defend it. 139 +Administrative Centre modules, when completed at a player station, grant ownership of an unowned sector on a first come first served basis, revealing all ships and stations in the sector and imposing the illegal wares list of the owning faction. If the Administrative Centre module is destroyed, sector ownership will change over to the next faction with an Administrative Centre. Warring NPC factions are constantly playing a turf war to replace the Defence Platforms of their enemy with one of their own. Once the player has acquired Blueprints for an Administrative Centre, they too can conquer entire sectors if they are willing to defend it. 140 + 141 +
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... ... @@ -1,1 +1,1 @@ 1 -77300 0771 +77300388 - url
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77300 077/Combat and boarding1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77300388/Combat and boarding