Changes for page Combat And Weapons

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

From version 95.1
edited by Daniel Turner
on 2023/10/11 09:05
Change comment: There is no comment for this version
To version 95.2
edited by Daniel Turner
on 2023/10/11 09:06
Change comment: There is no comment for this version

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... ... @@ -8,7 +8,7 @@
8 8  
9 9  == Fight ==
10 10  
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.Combat And Weapons.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;"]].
12 12  
13 13  == Combat ==
14 14  
... ... @@ -16,11 +16,11 @@
16 16  
17 17  Individual surface elements on[[ Large and Extra Large ships>>doc:X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.Combat And Weapons.Ships And The Player Ship]] 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).
18 18  
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.Combat And Weapons.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.Combat And Weapons.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:#333333; font-family:Arial,sans-serif; font-size:10.5pt" %)duelling (%%)opponents, superior numbers are another way to win battles.
20 20  
21 21  == Weapon Types ==
22 22  
23 -(% style="color: rgb(51,51,51);" %)categories[[Weapons fall into 5 general >>doc:X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.Combat And Weapons.Purchasing And Upgrading Ships]](%%):
23 +(% style="color:#333333" %)categories[[Weapons fall into 5 general >>doc:X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.Combat And Weapons.Purchasing And Upgrading Ships]](%%):
24 24  
25 25  * **Main **weapons**:**
26 26  ** **Primary Guns** (forward-facing weapons on (% class="confluence-link" %)S, M,L [[ships>>doc:X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.Combat And Weapons.Ships]] and some battleships(%%))
... ... @@ -37,7 +37,7 @@
37 37  
38 38  === Main Weapon Aiming (Missiles) ===
39 39  
40 -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="color:#333333; font-family:Arial,sans-serif; font-size:10.5pt" %)equipped (%%)with dumbfire missiles will fire at the cursor's position. When (% style="color:#333333; 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.
41 41  
42 42  === Main Weapon Firegroups ===
43 43  
... ... @@ -108,13 +108,12 @@
108 108  
109 109  Summary of capabilities:
110 110  
111 -(% style="list-style-type: square;" %)
111 +(% style="list-style-type:square" %)
112 112  * Cheap (~~15,000 Cr)
113 113  * Equipped with a Pulse Laser Mk1
114 114  * Scout-level hull integrity (1,900 MJ)
115 115  * Do not have shields
116 -* Auto-repaired by their motherships after docking**
117 -**
116 +* Auto-repaired by their motherships after docking
118 118  
119 119  == Attacking specific station modules ==
120 120  
... ... @@ -150,14 +150,11 @@
150 150   Attack - Ships will attack their commander's target.
151 151   Intercept - Ships will attack any hostile non-capital ships that come into their operational range*.
152 152   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.
153 -
154 -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 +\\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.
155 155   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.)
156 156   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.
157 -
158 -~* 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.
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.
159 159  
160 -
161 161  
162 162  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"]]
163 163  )))