Changes for page Combat And Weapons
Last modified by Daniel Turner on 2024/01/11 14:32
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... ... @@ -1,61 +1,133 @@ 1 + 2 + 3 +{{toc/}} 4 + 1 1 == Fight == 2 2 3 -History has always been written by the victor and great treasures await those willing to take them by force. Whether it is defending player owned traders from marauding pirates or galactic conquest there will always be plenty of reasons to be armed and dangerous. 7 +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]]. 4 4 5 5 == Combat == 6 6 7 -[[Ships armed>>doc:Purchasing and Upgradingships]] with frontal weapons, turrets and Defense Drones can attack other ships to deal damage to them. Shields will absorb damage taken until they are depleted, but will start to recharge after not having taken damage for a period of time. Some shields protect ship hulls, whilst others can protect nearby ship systems on larger ships.11 +[[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 andtheplayershipHUD]] 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).13 +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 Upgradingships]]). 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.15 +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==17 +== 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 secondary weapons (foward-facingmissilelaunchers on SmallandMedium ships), and primary weapons when player-assist mode isnotenabled, wilfire at the cursor'sposition. Turrets will automatically fire at targets prioritising certaintargetsbased on the mode they areset to.19 +(% style="color: rgb(51,51,51);" %)categories[[Weapons fall into 5 general >>doc:Purchasing And Upgrading Ships]](%%): 16 16 21 +* **Main **weapons**:** 22 +** **Primary Guns** (forward-facing weapons on [[S, M and L ships>>doc:Ships And The Playership]]) 23 +** **Secondary Launchers** (forward-facing weapons on S and M ships) 24 +* **Gun Turrets** (available on M, L and XL ships) 25 +* **Missile Turrets** (available on L and XL ships) 26 +* **[[Defence Drones>>doc:Drones]]** (deployable from some M, L and XL ships) 27 + 28 +**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. 29 + 30 +== Main Weapon Aiming (Guns) == 31 + 32 +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. 33 + 34 +== Main Weapon Aiming (Missiles) == 35 + 36 +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. 37 + 38 +== Main Weapon Firegroups == 39 + 40 +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). 41 + 42 +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. 43 + 44 +The firegroups are toggled using **Hotkeys**: 45 + 46 +* Change Primary Firegroup: **1**/**2**/**3**/**4** 47 +* Change Secondary Firegroup **5**/**6**/**7**/**8 ** 48 + 49 +== Main Weapon Heat == 50 + 51 +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). 52 + 53 +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//). 54 + 55 +**Minor heat buildup** (bar the on right is short) 56 + 57 +[[image:attach:DPS_1.JPG]] 58 + 59 +**Heavy Heat buildup** (bar is long, and orange) 60 + 61 +[[image:attach:DPS_2.JPG]] 62 + 63 +**Overheated** (bar is red, and weapons have shutdown) 64 + 65 +[[image:attach:DPS_3.JPG]] 66 + 17 17 == Turret Settings == 18 18 19 - **Turrets onLargeand Extra Large ships:**69 +==== Turret Rules of Engagement: ==== 20 20 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__ 71 +* Turret offline [[image:attach:Turret_OFF.JPG]]: Will not take any action 72 +* Turret online [[image:attach:Turret_ON.JPG]]: Will take the actions below: 73 +** Attack Enemies [[image:attach:Turret_attack.JPG]]: Attack any hostiles 74 +** Target Target [[image:attach:Turret_hold_fire.JPG]]: Will only attack the selected target if it is hostile 75 +** Defend Ship [[image:attach:Turret_defned.JPG]]: Returns fire on things that attacks the ship (not missiles) 76 +** 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" %)] 77 +** Break Asteroids [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:Trading And Mining]] 25 25 26 - **Turrets on Medium ships:**79 +==== HUD Controls for Turrets on Medium ships: ==== 27 27 28 -* Depending on model, there may be 2-4 29 -* Thier rules of engagement can be customised: 30 -* 31 -** Turret offline [[image:attach:Turret_OFF.JPG]]: Will not take any action 32 -** Turret online [[image:attach:Turret_ON.JPG]]: Will take the actions below: 33 -*** Attack Enemies [[image:attach:Turret_attack.JPG]]: Attack any hostiles 34 -*** Target Target [[image:attach:Turret_hold_fire.JPG]]: Will only attack the selected target if it is hostile 35 -*** Defend Ship [[image:attach:Turret_defned.JPG]]: Returns fire on things that attacks the ship (not missiles) 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 81 +* ((( 82 +Depending on ship model, there may be 2-4 turrets 83 +))) 84 +* Their per-turret settings icons are found at the top-middle of the screen: 38 38 39 -== Loot == 86 +(% style="margin-left: 30.0px;" %) 87 +[[image:attach:Turret_info_2.JPG]] 40 40 41 - Hackingor destroying ships and station storage modules willcause them todrop a proportionoftheircargofor other ships to collect. Collecting waresdroppedfrom a station is consideredtheft, so the station may turn hostile with any ships that do. NPC ships alsohave a chance to drop wares for the playerinventory dependent on the type and faction ofshipkilled.89 +==== Full Controls for All Ships: ==== 42 42 43 -== Claiming Smaller ships == 91 +* Customisable turret controls for all ships 92 +* Each Turret, or Turret Group (pairs of Mediums), have settings: 93 +** Each setting offers the same options as the HUD Controls above 94 +** Additionally, there is a setting that to** apply an option to all turrets** 95 +* Available on two places via drop-down menus: 96 +** **Piloted ship**: **Ship Menu** (click on the chevron in top-centre of screen): 97 +[[image:attach:Turret_info.JPG]] 98 +** **All owned ships**: **Ship Info Menu** (locate Turret Behaviour settings are near the bottom): 99 +[[image:attach:Turret_info_3.JPG]] 44 44 45 - Duringcombat S and M sizeships have a chance to bail leaving the ship abandoned and able to be claimed by otherfaction or theplayer. To personallyclaim an abandonedship, <player> must [[spacewalk >>doc:Piloting and Travel]]to it, and then locate andscana signal leak. After the ship becomes player property, the player can dock with the ship and fly it away.101 +== Defence Drones == 46 46 47 - Alternativelyselectthe abandonedshipandthenright click it to orderaMarineonboard theplayer ship togoandclaim the craft using a boardingpod (<playership> crew must have atleast 1 marine assignedtouse thisoption);theMarine willbecome the Pilot of the new ship once ownershiphas been transferred. If youintend to keep the ship, findingatleastaone-starpilot is recommendedto replace that randommarine..or you could set them to 'explore' for several hours to level up theirpilotingskill..103 +These small craft can be equipped to, and operated by, ships with Small Docks (Frigates, Large and XL Ships). 48 48 49 - Marines will cause damage to onboard systemswhile boarding, so expect losses of(eg) weps, shields etcon <target> once claimed via marine. Personal <player>boarding via 'hacking' the signalleak may not cause (as much) damage..[(% class="confluence-link" %)needs further testing toestablish what skills required to minimise remote & personal dmg to which systems - Snafu(%%)]\\105 +Summary of capabilities: 50 50 51 -== Capturing Larger Ships == 107 +(% style="list-style-type: square;" %) 108 +* Cheap (~~15,000 Cr) 109 +* Equipped with a Pulse Laser Mk1 110 +* Scout-level hull integrity (1,900 MJ) 111 +* Do not have shields 112 +* Auto-repaired by their motherships after docking** 113 +** 52 52 53 - Largeand XL ships needto be boardedto be captured. Boardingrequiressufficient Marine crew on theplayership. To preparefor boarding,the target needsto be nullified (taking outthe engines, turrets and shields). Toinitiateboarding, select the playershipand then right click the target and order Marines to board the target.115 +== Attacking specific station modules == 54 54 55 - Trytokeep thesubsystemsdestroyed, and work on reducing hull levelsbutnottothe extent that the boarding marines will destroytheship.Oncethetargethullissufficiencylowtoreduce boarding resistancebelow the boardingstrength of theplayersforces(20 ormoreisgood)theship isas good as captured.If successful, a Marinecanbeassignedas the captainfor the ship orthe playercan moveto theship personally.117 +It is possible to order ships on the playership's Wing to attack specific modules. For example, Storage, Defence, Administrate modules. 56 56 57 - (% class="confluence-link" %)[Multi-shipboardingis possible, usingseveral shipsto carry the necessary marines, but I've not yet experimented with it - Snafu(%%)]119 +Process for doing this: 58 58 121 +* Open the Map 122 +* Expand the station's info so that you can see specific modules (see image below) 123 +* Left click on the module you wish to attack 124 +* Right-click on the Playership (or specific ship in Wing) and select "Wing: Attack My Target" 125 +** If this order is not available, re-select the module, press "T", and try again 126 + 127 +== Loot == 128 + 129 +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. 130 + 59 59 == Fleet Management == 60 60 61 61 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. ... ... @@ -66,6 +66,4 @@ 66 66 67 67 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. 68 68 69 -== Sector Control == 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. 141 +
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... ... @@ -1,1 +1,1 @@ 1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77 300077/Combatandboarding1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/78217989/Combat And Weapons