Changes for page Combat And Weapons
Last modified by Daniel Turner on 2024/01/11 14:32
From version 98.2
edited by Daniel Turner
on 2023/11/24 11:21
on 2023/11/24 11:21
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To version 41.1
edited by stefan
on 2019/03/26 16:31
on 2019/03/26 16:31
Change comment:
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- Halloween Hijinks.pdf
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... ... @@ -1,1 +1,0 @@ 1 -X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.WebHome - Author
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... ... @@ -1,45 +1,42 @@ 1 -{{info}} 2 -Updated for version 5.10 3 -{{/info}} 1 +{{sv-translation language="en"}} 4 4 5 5 6 - 7 7 {{toc/}} 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.Capturing Ships And Sectors.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]].8 +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]]. 12 12 13 13 == Combat == 14 14 15 -[[Ships armed>>doc: X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.Purchasing And Upgrading Ships.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]] 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.12 +[[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. 16 16 17 -Individual surface elements on[[ Large and Extra Large ships>>doc: X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.Ships And The PlayerShip.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]] 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).14 +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). 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.Purchasing And Upgrading Ships.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]]). 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="font-family:Arial,sans-serif;font-size:10.5pt" %)duelling (%%)opponents, superior numbers are another way to win battles.16 +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. 20 20 21 21 == Weapon Types == 22 22 23 -[[Weapons fall into 5 general categories>>doc:X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.Purchasing And Upgrading Ships.WebHome]]20 +(% style="color: rgb(51,51,51);" %)categories[[Weapons fall into 5 general >>doc:Purchasing And Upgrading Ships]](%%): 24 24 25 25 * **Main **weapons**:** 26 -** **Primary Guns** (forward-facing weapons on (% class="confluence-link" %)S, M,L[[ships>>doc:X4 FoundationsWiki.Manual andGuides.Objects in theGameUniverse.Ships.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]]and some battleships(%%))23 +** **Primary Guns** (forward-facing weapons on [[S, M and L ships>>doc:Ships And The Playership]]) 27 27 ** **Secondary Launchers** (forward-facing weapons on S and M ships) 28 28 * **Gun Turrets** (available on M, L and XL ships) 29 29 * **Missile Turrets** (available on L and XL ships) 30 -* **[[Defence Drones>>doc: X4 Foundations Wiki.Manual and Guides.Objects in the Game Universe.Equipment.Consumables.Drones.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]]** (deployable from some M, L and XL ships)27 +* **[[Defence Drones>>doc:Drones]]** (deployable from some M, L and XL ships) 31 31 32 -**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. 33 33 34 -== =Main Weapon Aiming (Guns) ===31 +== Main Weapon Aiming (Guns) == 35 35 36 36 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. 37 37 38 -== =Main Weapon Aiming (Missiles) ===35 +== Main Weapon Aiming (Missiles) == 39 39 40 -Player-controlled (forward-facing), secondary launchers (% style="font-family:Arial,sans-serif; font-size:10.5pt" %)equipped (%%)with dumbfire missiles will fire at the cursor's position. When (% style="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 +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. 41 41 42 -== =Main Weapon Firegroups ===39 +== Main Weapon Firegroups == 43 43 44 44 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). 45 45 ... ... @@ -50,11 +50,11 @@ 50 50 * Change Primary Firegroup: **1**/**2**/**3**/**4** 51 51 * Change Secondary Firegroup **5**/**6**/**7**/**8 ** 52 52 53 -== =Main Weapon Heat ===50 +== Main Weapon Heat == 54 54 55 55 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). 56 56 57 -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: X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.Purchasing And Upgrading Ships.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]]. 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:X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.Purchasing And Upgrading Ships.WebHome||style="outline-width: 0px !important; user-select: auto !important;"]] lists incorrect sustained MW values//).54 +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//). 58 58 59 59 **Minor heat buildup** (bar the on right is short) 60 60 ... ... @@ -78,7 +78,7 @@ 78 78 ** Target Target [[image:attach:Turret_hold_fire.JPG]]: Will only attack the selected target if it is hostile 79 79 ** Defend Ship [[image:attach:Turret_defned.JPG]]: Returns fire on things that attacks the ship (not missiles) 80 80 ** 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" %)] 81 -** Break Asteroids [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc: X4 Foundations Wiki.Manual and Guides.X4\: Foundations Manual.Combat And Weapons.Trading And Mining]]78 +** Break Asteroids [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:Trading And Mining]] 82 82 83 83 ==== HUD Controls for Turrets on Medium ships: ==== 84 84 ... ... @@ -108,12 +108,13 @@ 108 108 109 109 Summary of capabilities: 110 110 111 -(% style="list-style-type:square" %) 108 +(% 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 113 +* Auto-repaired by their motherships after docking** 114 +** 117 117 118 118 == Attacking specific station modules == 119 119 ... ... @@ -121,11 +121,11 @@ 121 121 122 122 Process for doing this: 123 123 124 - 1.Open the Map125 - 1.Expand the station's info so that you can see specific modules (see image below)126 - 1.Left click on the module you wish to attack127 - 1.Right-click on the Playership (or specific ship in Wing) and select "Wing: Attack My Target"128 - 1*.If this order is not available, re-select the module, press "T", and try again122 +* Open the Map 123 +* Expand the station's info so that you can see specific modules (see image below) 124 +* Left click on the module you wish to attack 125 +* Right-click on the Playership (or specific ship in Wing) and select "Wing: Attack My Target" 126 +** If this order is not available, re-select the module, press "T", and try again 129 129 130 130 == Loot == 131 131 ... ... @@ -139,119 +139,140 @@ 139 139 140 140 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. 141 141 142 -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. 143 143 144 -=== Fleet subordinates === 142 + 143 +{{/sv-translation}} 145 145 146 -(% class="comment-content wiki-content" %) 147 -((( 148 -Subordinate group modes: 149 - Attack - Ships will attack their commander's target. 150 - Intercept - Ships will attack any hostile non-capital ships that come into their operational range*. 151 - 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. 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. 153 - 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.) 154 - 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. 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. 145 +{{sv-translation language="de"}} 156 156 157 157 158 -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"]] 159 -))) 148 +{{toc/}} 160 160 161 -== =Formations===150 +== Kämpfen == 162 162 163 - Breakdownof eachformation asofversion 4.00.152 +Geschichte ist immer vom Sieger geschrieben worden, und große Schätze warten auf diejenigen, die bereit sind, sie gewaltsam zu nehmen. Ob es darum geht, spielereigene Händler vor marodierenden Piraten oder galaktischen Eroberungen zu schützen, es wird immer viele Gründe geben, bewaffnet und gefürchtet zu sein. Einige Kämpfe enden in der Zerstörung, andere führen dazu, [[Schiffe zu übernehmen oder Sektoren zu erobern>>url:https://www.egosoft.com:8444/confluence/pages/viewpage.action?pageId=78217731||shape="rect"]]. 164 164 165 - Firstscreenshot is fromthe top(defaultmap view) and the second is a perspective trying to show space usage.154 +== Kampf == 166 166 167 - Most of those screenshots are with a fleetof20ships.156 +[[Schiffe>>doc:X4WIKIDE.Kauf und Aufwertung von Schiffen||shape="rect"]], die mit Frontwaffen, Türmen und Verteidigungsdrohnen ausgerüstet sind, können andere Schiffe angreifen, um ihnen Schaden zuzufügen. Schilde absorbieren den erlittenen Schaden, bis sie aufgebraucht sind, beginnen sich aber wieder aufzuladen, nachdem sie über einen längeren Zeitraum keinen Schaden erlitten haben. Einige Schilde schützen Schiffsrümpfe, während andere die nahegelegenen Schiffssysteme auf größeren Schiffen schützen können. 168 168 169 -E ach formationrequiresa skilllevel, indicated in parenthesis after the name.158 +Einzelne Oberflächenelemente auf[[ großen und extra großen Schiffen >>doc:X4WIKIDE.Schiffe und das Spielerschiff||shape="rect"]]können gezielt deaktiviert werden, wobei diese jedoch auch eine eigene unabhängige Abschirmung haben können. Sobald die Schilde aufgebraucht sind, beginnt das Schiff oder Oberflächenelement, Rumpfschäden durch gelandete Treffer zu erleiden. Wenn der Rumpf-Hitpunkt eines Oberflächenelements 0 erreicht, wird er bis zur Reparatur deaktiviert; erreicht der Rumpf HP 0, explodiert dieser und zerstört das Schiff (und wenn der Spieler an Bord war, führt dies zu einem Game Over). 170 170 171 - ====BackwardCross(2stars)====160 +Der Spieler kann die Türme aller Schiffe und die Hauptwaffen von kleinen und mittleren Schiffen individuell anpassen (siehe Waffenkonfiguration im [[Menü Schiffsinteraktionen>>doc:X4WIKIDE.Kauf und Aufwertung von Schiffen||shape="rect"]]). Dies ermöglicht es dem Spieler, Schiffe oder Teilabschnitte von Schiffen auf bestimmte Rollen zuzuschneiden (z.B. hohe Schäden und lange Reichweite oder genaue Kurzstreckenwaffen). Die meisten Schiffe haben blinde Flecken, von denen aus sie nicht angreifen können, was ideale Plätze für ihre Feinde bietet, in die diese manövrieren können. Obwohl ein einzelnes Schiff gut im Duell mit Gegnern sein kann, ist eine Übermacht eine weitere Möglichkeit, Schlachten zu gewinnen. 172 172 173 - [[image:attach:BackwardCross-ABOVE.PNG]][[image:attach:BackwardCross-PERSPECTIVE.PNG]]162 +== Waffentypen == 174 174 175 - ====BackwardX-shape (2stars) ====164 +[[Waffen lassen sich in 5 allgemeine Kategorien (% style="color: rgb(0,0,0);" %)einteilen(% style="color: rgb(51,51,51);" %) >>doc:X4WIKIDE.Kauf und Aufwertung von Schiffen||shape="rect"]](%%): 176 176 177 -[[image:attach:Backward X-shape-ABOVE.PNG]][[image:attach:Backward X-shape-PERSPECTIVE.PNG]] 166 +* **Hauptwaffen:** 167 +** **Primärwaffen **(nach vorne gerichtete Waffen auf [[S-, M- und L-Schiffen>>doc:X4WIKIDE.Schiffe und das Spielerschiff||shape="rect"]]) 168 +** **Sekundäre Abschussrampe** (nach vorne gerichtete Waffen auf S- und M-Schiffen) 169 +* **Geschütztürme** (verfügbar auf M-, L- und XL-Schiffen) 170 +* **Raketentürme **(verfügbar auf L- und XL-Schiffen) 171 +* **[[Verteidigungsdrohnen>>doc:X4WIKI.Drones||shape="rect"]]** (einsetzbar von einigen M-, L- und XL-Schiffen) 178 178 179 - ====Circle(0star)====173 +**Hauptwaffen **werden vom Spieler kontrolliert, wenn er sein Schiff führt. Die Geschütztürme werden vom Servicepersonal gesteuert, und die Verteidigungsdrohnen werden automatisch eingesetzt, um ihr Mutterschiff zu schützen. 180 180 181 - [[image:attach:Circle-ABOVE.PNG]][[image:attach:Circle-PERSPECTIVE.PNG]]175 +== Ziel der Hauptwaffe (Geschütze) == 182 182 183 - ====Cross (2stars)====177 +Die Spieleinstellungen enthalten eine Option namens **Spielerassistenzmodus "Zielziel"** (standardmäßig aktiviert). Wenn aktiviert, feuern spielergesteuerte Hauptgeschütze automatisch auf einen Führungspunkt, um die Position abzufangen, auf die das Ziel fliegt. Die gleiche Vorgehensweise wird automatisch von schiffsgesteuerten Geschütztürmen übernommen. Wenn der Zielzielmodus nicht aktiviert ist oder wenn Sie manuell zielen, feuern die Hauptgeschütze auf die Position des Cursors. 184 184 185 - [[image:attach:Cross-ABOVE.PNG]][[image:attach:Cross-PERSPECTIVE.PNG]]179 +== Ziel der Hauptwaffe (Raketen) == 186 186 187 - ====Eagle(4stars)====181 +Spielergesteuerte (nach vorne gerichtete), sekundäre Abschussrampen, die mit Kurzfeuerraketen ausgestattet sind, feuern an der Cursorposition. Wenn sie mit Zielsuchraketen ausgestattet sind, verwenden sekundäre Trägerraketen einen missile lock HUD-Marker, um automatisch zu versuchen, das Ziel des Spielers zu erfassen. Sekundäre Trägerraketen werden mit der Taste "L" abgefeuert. 188 188 189 - [[image:attach:Eagle-ABOVE.PNG]][[image:attach:Eagle-PERSPECTIVE.PNG]]183 +== Hauptwaffen-Feuergruppen == 190 190 191 -==== Echelon (5 stars) ==== 185 +Unter Schiffsinformationen,** "Waffenkonfiguration",** Waffe (z.B. S Pulslaser Mk1), gibt es 2 Sets von 4 Boxen. Diese sind mit den Bezeichnungen Primary und Secondary gekennzeichnet (siehe oben).// 186 +// 192 192 193 - [[image:attach:Echelon-ABOVE.PNG]][[image:attach:Echelon-PERSPECTIVE.PNG]]188 +In diesen vier Feldern kannst du die primären und sekundären Feuergruppen der Hauptwaffe einrichten. Du kannst eine Waffe in alle 8 Feuergruppen einsetzen, wenn du willst. 194 194 195 - ====ForwardCross(2 stars)====190 +Die Umschaltung der Firegroups erfolgt über **Hotkeys**: 196 196 197 -[[image:attach:Forward Cross-ABOVE.PNG]][[image:attach:Forward Cross-PERSPECTIVE.PNG]] 192 +* ((( 193 +Ändern der primären Feuergruppe:** 1/2/3/4** 194 +))) 195 +* Ändern der sekundären Feuergruppe: **5**/**6**/**7**/**8 ** 198 198 199 -== ==Forward X-shape(2 stars)====197 +== Hauptwaffen-Hitze == 200 200 201 - [[image:attach:ForwardX-shape-ABOVE.PNG]][[image:attach:ForwardX-shape-PERSPECTIVE.PNG]]199 +Werden Primärkanonen abgefeuert, erzeugen diese Wärme, die das Schiff ableiten muss, um die Kampfkraft aufrechtzuerhalten. Wenn mehrere Waffen gleichzeitig eingebaut und eingesetzt werden, werden größere Mengen an Wärme angesammelt und das Schiff braucht länger, um diese abzuführen. Die Auswirkung des Abfeuerns mehrerer Geschütze wird durch den Hitzebalken rechts neben jedem Geschützsymbol auf dem HUD visualisiert (siehe Bilder unten). 202 202 203 -= ===Horizontal Dart (5stars)====201 +Beim Schießen für kurze Zeiträume ist Wärmeentwicklung in der Regel kein Thema, und Primärkanonen DPS ist der "Burst Weapon Output", der in den [[Schiffskauf-/Upgrade-Menüs>>doc:X4WIKIDE.Kauf und Aufwertung von Schiffen||shape="rect"]] aufgeführt ist. Bei längerem Feuern, insbesondere wenn mehrere zusammen abgefeuert werden, kann Hitze die Primärkanonen zwingen, sich vorübergehend abzuschalten. Beim Schiessen über längere Zeiträume, die zu Überhitzung// (und Waffenabschaltungen) führen, werden die Primärkanonen DPS auf den " konstanten Waffenausstoß " reduziert (bitte beachten Sie, dass zu diesem Zeitpunkt im [[Menü Schiffskauf/Upgrade>>doc:X4WIKIDE.Kauf und Aufwertung von Schiffen||shape="rect"]] falsche MW-Werte aufgelistet sind//). 204 204 205 - [[image:attach:HorizontalDart-ABOVE.PNG]][[image:attach:Horizontal Dart-PERSPECTIVE.PNG]]203 + 206 206 207 - ==== Inverse PointGuard(3stars)====205 +**Geringe Erwärmung** (Balken rechts ist kurz) 208 208 209 -[[image: attach:Inverse PointGuard-ABOVE.PNG]][[image:attach:InversePointGuard-PERSPECTIVE.PNG]]207 +[[image:url:https://www.egosoft.com:8444/confluence/download/thumbnails/76744279/DPS_1.JPG?version=1&modificationDate=1545081640000&api=v2]] 210 210 211 - ====InverseV-shape(1star)====209 +**Starke Hitzeentwicklung** (Balken ist lang und orange) 212 212 213 -[[image: attach:InverseV-shape-ABOVE.PNG]][[image:attach:Inverse V-shape-PERSPECTIVE.PNG]]211 +[[image:url:https://www.egosoft.com:8444/confluence/download/thumbnails/76744279/DPS_2.JPG?version=1&modificationDate=1545081651000&api=v2]] 214 214 215 - ====LineAbreast(0star)====213 +**Überhitzt** (Balken ist rot, und Waffen haben sich abgeschaltet) 216 216 217 -[[image: attach:LineAbreast-ABOVE.PNG]][[image:attach:LineAbreast-PERSPECTIVE.PNG]]215 +[[image:url:https://www.egosoft.com:8444/confluence/download/thumbnails/76744279/DPS_3.JPG?version=1&modificationDate=1545081662000&api=v2]] 218 218 219 -== ==Line Astern(0 star)====217 +== Turm-Einstellungen == 220 220 221 - [[image:attach:LineAstern-ABOVE.PNG]][[image:attach:LineAstern-PERSPECTIVE.PNG]]219 +==== Order für Türme: ==== 222 222 223 -==== Point Guard (3 stars) ==== 221 +* Turm offline [[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_OFF.JPG?version=1&modificationDate=1544460546000&api=v2]]: Wird keine Maßnahmen ergreifen. 222 +* Turm online [[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_ON.JPG?version=1&modificationDate=1544460556000&api=v2]]: Trifft die folgenden Maßnahmen:\\ 223 +** Feinde angreifen [[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_attack.JPG?version=1&modificationDate=1544460579000&api=v2]]: Angriffe auf alle Feinde durchführen 224 +** Ziel-Ziel [[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_hold_fire.JPG?version=1&modificationDate=1544460590000&api=v2]]: Greift das ausgewählte Ziel nur an, wenn es feindlich ist. 225 +** Schiff verteidigen [[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_defned.JPG?version=1&modificationDate=1544460599000&api=v2]]: Schiesst auf Objekte zurück, die das Schiff angreifen (keine Raketen). 226 +** Raketenabwehr [[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_missiles.JPG?version=1&modificationDate=1544460624000&api=v2]]: (% class="confluence-link" %)Versucht nur, ankommende Raketen abzufangen (keine Schiffe) -[X3 'Nur Raketen' Modus]. 227 +** Asteroiden brechen [[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_mining.JPG?version=1&modificationDate=1544460640000&api=v2]]: Unterstützt den [[Abbau von festen Materialien>>doc:X4WIKIDE.Handel und Bergbau||shape="rect"]]. 224 224 225 - [[image:attach:PointGuard-ABOVE.PNG]][[image:attach:PointGuard-PERSPECTIVE.PNG]]229 +==== HUD-Kontrollen für Türme auf mittelgroßen Schiffen: ==== 226 226 227 -==== Semicircle (0 star) ==== 231 +* ((( 232 +Je nach Schiffsmodell können 2-4 Türme vorhanden sein. 233 +))) 234 +* Die Symbole für die Einstellungen pro Turm befinden sich in der oberen Mitte des Bildschirms: 228 228 229 -[[image:attach:Semicircle-ABOVE.PNG]][[image:attach:Semicircle-PERSPECTIVE.PNG]] 236 +(% style="margin-left: 30.0px;" %) 237 +[[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_info_2.JPG?version=1&modificationDate=1546247464000&api=v2]] 230 230 231 -==== Triangle(1star)====239 +==== Volle Kontrolle für alle Schiffe: ==== 232 232 233 -[[image:attach:Triangle-ABOVE.PNG]][[image:attach:Triangle-PERSPECTIVE.PNG]] 241 +* Anpassbare Turmsteuerungen für alle Schiffe 242 +* Jeder Turm oder jede Turmgruppe (pairs of Mediums),hat Einstellungen: 243 +** Jede Einstellung bietet die gleichen Optionen wie die oben genannten HUD-Steuerelemente. 244 +** Zusätzlich gibt es eine Einstellung, die es erlaubt,** eine Option auf alle Türme anzuwenden**. 245 +* An zwei Stellen über Dropdown-Menüs verfügbar:\\ 246 +** **Gesteuertes Schiff: Schiffsmenü** (klicken Sie auf das Chevron in der oberen Mitte des Bildschirms): 247 +[[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_info.JPG?version=2&modificationDate=1546247498000&api=v2]] 248 +** **Alle Schiffe im Besitz: Schiffsinfo-Menü** (die Konfigurationseinstellungen für das Turmverhalten befinden sich in der Nähe des unteren Bereichs): 249 +[[image:url:https://www.egosoft.com:8444/confluence/download/attachments/76744279/Turret_info_3.JPG?version=1&modificationDate=1546247518000&api=v2]] 234 234 235 -== ==Twin(4stars)====251 +== Verteidigungsdrohnen == 236 236 237 - [[image:attach:Twin-ABOVE.PNG]][[image:attach:Twin-PERSPECTIVE.PNG]]253 +Diese kleinen Boote können für Schiffe mit kleinen Docks (Fregatten, L und XL-Schiffe) ausgerüstet und von diesen eingesetzt werden. 238 238 239 - ==== V-shape(1 star)====255 +Zusammenfassung der Fähigkeiten: 240 240 241 -[[image:attach:V-shape-ABOVE.PNG]][[image:attach:V-shape-PERSPECTIVE.PNG]] 257 +* Billig (~~15.000 Cr) 258 +* Ausgestattet mit einem Pulslaser Mk1 259 +* Rumpfintegrität auf Scout-Level (1.900 MJ) 260 +* Keine Schutzschilde vorhanden 261 +* Automatisch repariert von ihren Mutterschiffen nach dem Andocken. 242 242 243 -== ==VerticalDart (5 stars)====263 +== Beute == 244 244 245 - [[image:attach:Vertical Dart-ABOVE.PNG]][[image:attach:VerticalDart-PERSPECTIVE.PNG]]265 +Das Hacken oder Zerstören von Schiffen und Stationsspeichermodulen führt dazu, dass sie einen Teil ihrer Ladung für andere Schiffe zum Sammeln freigeben. Das Sammeln von Waren, die von einer Station fallen gelassen werden, gilt als Diebstahl, so dass die Station für alle Schiffe, die dies tun, feindselig werden kann. NSC-Schiffe haben auch die Möglichkeit, Waren für das Spielerinventar fallen zu lassen, abhängig von der Art und Fraktion des getöteten Schiffes. 246 246 247 -== ==Vulcan(5 stars)====267 +== Flottenmanagement == 248 248 249 - [[image:attach:Vulcan-ABOVE.PNG]][[image:attach:Vulcan-PERSPECTIVE.PNG]]269 +Schiffe können hierarchische Gruppen bilden. Ein Anführer gefolgt von mehreren " Wingmen", oft auch als Squad(ron) bezeichnet, aber auch mehrere Ebenen tief, sobald ein Anführer einer Gruppe selbst den Anweisungen eines anderen Anführers folgt. 250 250 251 - ====W-shape(4stars)====271 +Die Einrichtung einer solchen Flotte erfolgt am einfachsten, indem Sie ein oder mehrere Schiffe auswählen, die die Wingmen auf der Karte sein sollen, und dann mit der rechten Maustaste auf das neue Führungsschiff klicken. Das Kontextmenü zeigt nun Optionen zur Zuweisung, wie z.B. das neue Verhalten, um dieses Führungsschiff zu VERTEIDIGEN. Wenn Sie diese Option wählen, werden alle diese Schiffe in die Hierarchie dieses Anführers verschoben. Ein Plus + Symbol erscheint nun vor dem Führungsschiff in der OBJEKTLISTE sowie in den Menüs IM BESITZ am Rand der Karte. 252 252 253 - [[image:attach:W-shape-ABOVE.PNG]][[image:attach:W-shape-PERSPECTIVE.PNG]]273 +Schiffe, die sich in einem solchen Squad oder einer solchen Flotte befinden, können weiterhin explizite Spieleraufträge erhalten und ausführen. Diese Befehle überschreiben ihr aktuelles Verhalten, um ihrem " Vorgesetzten " für ihre Dauer zu folgen. Auf diese Weise kann ein Spieler jedes Schiff für einen Handel nutzen oder die Ziele während eines Kampfes überschreiben. 254 254 255 -==== X-shape (2 stars) ==== 256 - 257 -[[image:attach:X-shape-ABOVE.PNG]][[image:attach:X-shape-PERSPECTIVE.PNG]] 275 +Wenn sich Schiffe in einem Squad oder einer Flotte befinden, können sie auch in Formationen fliegen. Das Befehlsmenü des Anführers erlaubt die Auswahl der aktuell verwendeten Formation. 276 +{{/sv-translation}}
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... ... @@ -1,0 +1,1 @@ 1 +https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/80478284/Combat And Weapons
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... ... @@ -1,3 +1,0 @@ 1 ->Break Asteroids 2 - 3 -Could you please explain how this mode works? I have enabled this mode but the turrets seem to be doing nothing. There are all kinds of threads on the internet about them but it seems like nobody has made the break asteroids mode work so far, so some explanation on how to break asteroids with turrets would be super helpful. - Date
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... ... @@ -1,1 +1,0 @@ 1 -2018-12-23 00:34:57.0
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... ... @@ -1,1 +1,0 @@ 1 -XWiki.DrSuperEvil - Comment
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... ... @@ -1,1 +1,0 @@ 1 -Turrets get bugged coming out of travel mode so you need to change their settings and then cycle back to the desired one. - Date
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... ... @@ -1,1 +1,0 @@ 1 -2018-12-23 00:37:46.0 - Reply To
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... ... @@ -1,1 +1,0 @@ 1 -What do the four boxes for each gun in the ship information tab control? - Date
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... ... @@ -1,1 +1,0 @@ 1 -2018-12-31 01:18:27.0
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... ... @@ -1,1 +1,0 @@ 1 -XWiki.Sparks - Comment
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... ... @@ -1,3 +1,0 @@ 1 -I've added 3 additional images to the page. If you mean the drop-down options for each gun that you can see in the new image below the "**All owned ships**: **Ship Info Menu**" bullet, they let you set Rules Of Engagement on a per turret basis. 2 - 3 -See "**HUD Controls for Turrets on Medium ships**" section for short descriptions of the Rules Of Engagement options. - Date
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... ... @@ -1,1 +1,0 @@ 1 -2018-12-31 10:16:42.0 - Reply To
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... ... @@ -1,5 +1,0 @@ 1 -What are the keys on the keyboard to fire the Primary weapons? 2 - 3 -I was using space but then somehow on my Cerberus Vanguard space was not firing the guns anymore and I can't figure out how to get that back again. 4 - 5 -Where in the menus can you change the primary weapons firing buttons? - Date
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... ... @@ -1,1 +1,0 @@ 1 -2018-12-31 22:51:37.0
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... ... @@ -1,1 +1,0 @@ 1 -XWiki.Sparks - Comment
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... ... @@ -1,1 +1,0 @@ 1 -Space is the key. Please report any problems [[via the forum>>url:https://forum.egosoft.com/viewtopic.php?f=180&t=402324||shape="rect"]] where Devs are likely to see it. - Date
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... ... @@ -1,1 +1,0 @@ 1 -2019-01-01 09:10:09.0 - Reply To
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... ... @@ -1,10 +1,0 @@ 1 -Under Ship Information, "Weapon Configuration", Weapon (ie S Pulse Laser Mk1), there are 2 sets of 4 boxes. Labeled Primary and Secondary. 2 - 3 -Those four boxes are where you setup the weapons Primary and Secondary Firegroup. 4 - 5 -You can put the weapon into all 8 firegroups. 6 - 7 -The firegroups are toggled using the numbers: 8 - 9 -Change Primary Firegroup: 1/2/3/4 10 -Change Secondary Firegroup 5/6/7/8 - Date
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... ... @@ -1,1 +1,0 @@ 1 -2019-01-04 05:35:36.0 - Reply To
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... ... @@ -1,1 +1,0 @@ 1 -XWiki.Sparks - Comment
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... ... @@ -1,1 +1,0 @@ 1 -Thanks for replying with this missing info. I've added that to the page above. - Date
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... ... @@ -1,1 +1,0 @@ 1 -2019-01-04 10:36:24.0 - Reply To
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... ... @@ -1,1 +1,0 @@ 1 -How do i command a fleet to get ammo or repairs ? - Date
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... ... @@ -1,1 +1,0 @@ 1 -2019-01-11 15:00:45.0
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... ... @@ -1,1 +1,0 @@ 1 -XWiki.Sparks - Comment
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... ... @@ -1,3 +1,0 @@ 1 -You'll need to use either an Equipment Dock, or a Wharf/Shipyard (depending on ship class): 2 - 3 -[[doc:X4 Foundations Wiki.X4\: Foundations Manual.Purchasing And Upgrading Ships.WebHome]] - Date
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... ... @@ -1,1 +1,0 @@ 1 -2019-01-11 23:59:14.0 - Reply To
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... ... @@ -1,1 +1,0 @@ 1 -Yeah I know how to do it for 1 ship at a time but how to i order a group of ships to repair or ammo so I dont have to go through all 50 ships in the fleet 1 at a time ? - Date
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... ... @@ -1,1 +1,0 @@ 1 -2019-01-12 05:32:31.0
- XWiki.XWikiComments[11]
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... ... @@ -1,1 +1,0 @@ 1 -How do you name a fleet or is that not possible - Date
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... ... @@ -1,1 +1,0 @@ 1 -2019-01-25 03:09:39.0
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... ... @@ -1,1 +1,0 @@ 1 -XWiki.eliseeff - Comment
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... ... @@ -1,19 +1,0 @@ 1 -* Available on two places via drop-down menus: 2 -** **Piloted ship**: **Ship Menu** (click on the chevron in top-centre of screen): 3 -[[image:attach:Turret_info.JPG]] 4 -** **All owned ships**: **Ship Info Menu** (locate Turret Behaviour settings are near the bottom): 5 -[[image:attach:Turret_info_3.JPG]] 6 - 7 -(% style="color: rgb(255,0,0);" %)**These two pictures are confused with each other.** 8 - 9 - 10 - 11 -~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~** 12 - 13 -== Attacking specific station modules == 14 - 15 -..... 16 - 17 -* Expand the station's info so that you can see specific modules (see image below) 18 - 19 -(% style="color: rgb(255,0,0);" %)**Need to add the "image below". (% class="tlid-translation translation" lang="en" title="" %)It is currently missing.(%%)** - Date
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... ... @@ -1,1 +1,0 @@ 1 -2019-05-26 17:42:00.0
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... ... @@ -1,3 +1,0 @@ 1 -What's the difference between Defend, Attack, Intercept? 2 - 3 - - Date
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... ... @@ -1,1 +1,0 @@ 1 -2020-04-06 01:16:01.0
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... ... @@ -1,14 +1,0 @@ 1 -Subordinate group modes: 2 - Attack - Ships will attack their commander's target. 3 - Intercept - Ships will attack any hostile non-capital ships that come into their operational range*. 4 - 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. 5 - 6 -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. 7 - 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.) 8 - 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. 9 - 10 -~* 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. 11 - 12 - 13 - 14 -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||shape="rect"]] - Date
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... ... @@ -1,1 +1,0 @@ 1 -2020-04-09 12:15:04.0
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... ... @@ -1,1 +1,0 @@ 1 -Also relevant in the context of fleet management: [[doc:X4 Foundations Wiki.Manual and Guides.Objects in the Game Universe.Ship Orders And Behaviours.WebHome]] and [[doc:X4 Foundations Wiki.X4\: Foundations Manual.NPC Behaviours.WebHome]]. - Date
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... ... @@ -1,1 +1,0 @@ 1 -2020-05-15 13:26:10.0
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... ... @@ -1,1 +1,0 @@ 1 -hello, somehow I accidentally disabled player-assist 'target target' mode, where I find this setting to activate it again?, I searched in game settings but I didn't find it - Date
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... ... @@ -1,1 +1,0 @@ 1 -2020-05-29 20:41:32.0
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... ... @@ -1,9 +1,0 @@ 1 -Okay there are 32 boxes in the 'Weapons Configuration' panel. The instructions of 'These control the weapons' is obvious given the NAME of the panel... 2 -\\ 3 - 4 -**'Those four boxes are where you setup the weapons Primary and Secondary Firegroup.** 5 - 6 -**You can put the weapon into all 8 firegroups.'** 7 - 8 - 9 -\\Great, super, but not good enough to explain to the user how to configure them USING the boxes. The above instruction are basically saying 'weapons are configured using these boxes'. That's great, well done... absolute genius... now continue on this ... HOW are these boxes linked to setting up weapons using the 1234 and 5678 keys? To be honest the fact I have to ask this on a forum of sorts pretty much tells me that I bought the wrong game. At this stage I will settle for randomly firing one missile into the abyss! - Date
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... ... @@ -1,1 +1,0 @@ 1 -2021-04-14 03:32:41.0
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... ... @@ -1,1 +1,0 @@ 1 -Is 'Aim assist' (in the settings) the same as 'target target' mode? - Date
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... ... @@ -1,1 +1,0 @@ 1 -2022-02-21 12:34:13.0
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... ... @@ -1,22 +1,0 @@ 1 -Can someone explain to me why, when ordering your Commander to attack a station (specifically Xenon), they, plus ALL other L and XL class ships subbed to them, decide that the best way to attack is to go into less than 5km range... thus being hit by the Xenon weapons? All the Destroyers have a main gun range greater than the Xenon station defence range... why don't they keep their distance? Can there be a choice to "approach to 7km and attack" so that, when manoeuvring to get a better shot, the Commander and all Subs CIRCLE around that range? 2 -\\I know this won't help with, say, Paranid as those head-cases have station defences as great as main guns for most other races, but it would make OOS Xenon station mopping up a little easier. Why easier? Oh, simple. Xenon LOVE to place their stations WAY above or WAY below the flat plane of a system. If they are ON the plane, I can micro manage each ship to get to a certain point and then fire. Usually that works well with no or very little hits. Still a pain in the butt when you're ALSO keeping your eyes open for rampaging Is or a fleet of Ks. But it's doable. 3 -\\But when UP or DOWN, it becomes a blazing headache. There is no easy way to move up and down the Y axis. You put your fleet where you want them... then change camera angle to change the Y for each... and by the time they GET where you THINK is right... dead. Too close. Or too far, and when you get them to "Fly too", they are SO far away... they engage Travel Drive and end up... 4 km away. Dead. You can't simply move them a bit closer, step by step, for as soon as you click "travel here", back to the normal plane of the system they go. 4 -\\I don't care if the AI wants to charge in like lunatics for all other factions - hell, it means my Terran Station Turrets get a chance (another bug-bear... too short a range on all Terran Turrets for stations). Have that remain as is. 5 - 6 -\\ 7 - 8 -But for the love of heaven (and my sanity) can you implement EITHER: 9 - 10 -\\ 11 - 12 -1) a "ship slave system" where if you are piloting the Lead Destroyer/Battleship, your sub Destroyers, etc, match you (as in, remove the AI situation WHEN in formation - the subs are fixed in their formation position and are, by default, part of YOUR ship. If you move left, they will. If you move right, they will. Not just sit there with their thumb up their unmentionable. I'd be happy with them at LEAST following behind me and when I stop they reform. They don't even do that. If I'm in command of the Commander ship of a fleet, I have to micromanage every single frigging sub I have - more than irritating. Slave System would be nice! (With the obvious exceptions of - if something blocks the way of the Sub, AI moves them out of formation (and Slave) and then moves back in to "reattach" to the formation you control)): 13 - 14 - 15 -Or 2) a section of the "Fly to", "Attack Target", etc, commands where you specify "x range or greater" so they stop at a certain point and stay at that point from the centre of the target. Maybe a specific command JUST for stations, if it would be a mess when fighting other ships - but at least getting your forces to do what you want them to do without barrelling into kill range needlessly would be a great help. I know it wouldn't help for most other race stations, but the Xenon are currently decimating the Split in my universe. I'm doing my best with my limited fleet and funds to push them back (bagged an I just now - small ship to destroy most of the hardpoints, sent my 11 destroyers at it, nearly lost one, but phew! Made it with all ships... and a big repair bill). But stations are a pain, especially when so far up or down the Y axis. 16 -\\Sorry if that sounds snarky. It's been a long hard fight to pacify the North-West of my universe today. Cleared three systems, blocked off the two furthest North West with about 500 Mk2 deployable Turrets (watched them shred a K - glorious!)... but had to reload a few saves because of station attack craziness when two of my Paranid ships went "Oh! I wanna move HERE and sit over the thing hurting me so I can fire at it!" Those ships have 10km range main gun, for pete's sakes! 17 - 18 -\\ 19 - 20 -Anyhoo... having fun: tho I wish the Xenon in my run were less angry at everything - only 4 days in game have passed. Managed to fix (somewhat) Haviktah's Choice, so the Argon can rebuild... but the Split? Thought they were a warrior race. The Free Families managed to kill the Xenon to their absolute East, and are holding out against those who have destroyed most of the Patriarchy. Only two of those systems remains. TWO. Well, technically four, but those two (above Heretics End) are down to three stations a piece, and no Defence Stations. Grey Sectors. No ships moving. Just six terrified stations hoping my defences hold for a bit. Cut off from the other two Patriarch sectors as well! And don't mention the two sectors of Paranid God Realm to the North... they died before I even discovered them. I said a prayer... then left those systems in Xenon hands and blocked off the gates. 21 -\\And the Teladi are now getting it in the north! They are about as useful in a fight as a wet tissue... but they have some guts, at least. No issues down south with the Paranid, or Antigone, or Teladi at the south. Those Xenon must be on recharge, or something! But in the North? 22 -\\So much for a nice quiet game of building stations and trading my way to riches. I never intended to prep for war so early. Only got 7 stations! Taking me forever to do anything. - Date
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... ... @@ -1,1 +1,0 @@ 1 -2022-09-07 02:17:08.0