Changes for page Combat And Weapons

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

From version 9.1
edited by Sparks
on 2018/12/14 17:03
Change comment: There is no comment for this version
To version 8.1
edited by Sparks
on 2018/12/14 12:57
Change comment: There is no comment for this version

Summary

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Content
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4 4  
5 5  == Combat ==
6 6  
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.
7 +Ships armed with weapons and turrets can shoot at 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. Individual surface elements of ships 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).
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 +Weapons can be sorted into groups under the Weapon Configuration part of the Ship Interactions Menu, allowing for the player to switch between using specific weapons (eg. high damage long range and accurate short range weapons). Primary ship weapons will automatically try to acquire the selected target ship, while secondary weapons will aim at the position the cursor is pointing [(% class="confluence-link" %)if player-assist 'target target' mode is selected - Snafu(%%)]. Turrets will automatically fire at targets prioritising certain targets based on the mode they are set to. 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.
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.
12 -
13 -== Aiming ==
14 -
15 -When the player-assist 'target target' mode is enabled within game settings (default = on), player-controlled primary weapons (foward-facing guns) will automatically aim at a leading point to allow projectiles to intercept the position the target is flying towards. The same approach is taken automoatically by ship-controlled turrets. Player-controlled, dumbfire secondary weapons (foward-facing missile launchers on Small and Medium ships), and primary weapons when player-assist mode is not enabled, wil fire at the cursor's position. Turrets will automatically fire at targets prioritising certain targets based on the mode they are set to.
16 -
17 17  == Turret Settings ==
18 18  
19 -**Turrets on Large and Extra Large ships:**
13 +* Turret offline  [[image:attach:Turret_OFF.JPG]]: Will not take any action
14 +* Turret online  [[image:attach:Turret_ON.JPG]]: Will take the actions below:
15 +* Attack Enemies [[image:attach:Turret_attack.JPG]]: Attack any hostiles
16 +* Target Target  [[image:attach:Turret_hold_fire.JPG]]: Will only attack the selected target if it is hostile
17 +* Defend Ship  [[image:attach:Turret_defned.JPG]]: Returns fire on things that attacks the ship (not missiles)
18 +* 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" %)]
19 +* Break Asteroids  [[image:attach:Turret_mining.JPG]]: Supports mining solid materials
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__
25 -
26 -**Turrets on Medium ships:**
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
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.
Confluence.Code.ConfluencePageClass[0]
id
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1 -77300077
1 +77300076
url
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1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77300077/Combat and boarding
1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/77300076/Combat and boarding