spaceship_combat_mechanics
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- | Space Combat Manual \\ | ||
- | Battle Maneuvering Commands | ||
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- | The combat commands available to a pilot are: | ||
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- | **engage < | ||
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- | **attack run < | ||
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- | **evasive action** -- Try to increase distance from the enemy. This also gives anyone shooting at you a to-hit penalty, but it also gives you a smaller to-hit penalty (it's harder to aim weapons while evading). | ||
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- | **drift** -- Engines are turned off. This is the sitting duck command. Anyone shooting at you will get a huge to-hit bonus. | ||
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- | **hold course** -- Continue on course through the sector. No bonuses or penalties. | ||
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- | **parasite < | ||
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- | **break away** -- Attempt to escape from the battle sector. You must use the BREAK AWAY command for two consecutive turns. If successful, your ship will be dropped into a random sector adjacent to the battle, and you will be able to NAV from there. (Be careful that your new course doesn' | ||
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- | When battle begins all ships in the sector have their NAV commands disabled and cannot fly away, and this also applies to any ships that fly into the sector while battle is in progress. The only way you can get away from the battle is by doing a successful BREAK AWAY maneuver, or by waiting for the battle to end. The battle ends when a turn goes by without anybody in the sector issuing battle commands. | ||
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- | Each combat turn is currently defined as 40 seconds long, though this is subject to change based on our testing. During each turn a player can do one of three things: issue maneuvering commands, fire guns, or launch missiles. This means crew members need to act as pilots or gunners, not both. (Exception: a class-zero ship pilot will be able fire guns and launch missiles without restriction.) | ||
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- | Note that issuing a maneuver command in battle doesn' | ||
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- | -------------------------------------------------------------------------------- | ||
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- | Weapons Control | ||
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- | It is possible to have a lot of weapons on a ship, especially a larger-classed ship. You can divide control of these weapons arbitrarily among different gunners. The control panel allows different players to choose weapons and take control of them. To enter the weapons control panel, just type **control guns** or **control missiles**. It looks something like this: | ||
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- | - - - Cannon & Beam Weapons Fire Control - - - \\ | ||
- | (1) General Products ETG-30AP electric cannon\\ | ||
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- | (T) Tracking enemy vessel: --NO TARGET--\\ | ||
- | You are targeting: ENTIRE SHIP\\ | ||
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- | (M) Release guns and switch to MISSILE control.\\ | ||
- | (R) Release control of all weapons.\\ | ||
- | (Q) Quit weapons-control console.\\ | ||
- | YOUR COMMAND?\\ | ||
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- | You will be presented with a list of all guns or missiles (depending on the mode) installed on the spaceship. It will show their damage and ammo status, and who is controlling each gun. If nobody is controlling a weapon, you can type the number of that weapon to take control of it. If you are controlling a weapon, you can type its number again to release it. If somebody uses the console while you are asleep or while you are not on board the ship, any weapons you were controlling will be released. | ||
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- | For convenience, | ||
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- | The weapons console also allows you to choose a ship in the sector to target (T) with your weapons, but you must already know the ship's name -- it doesn' | ||
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- | Once you've gotten control of the weapons you want, and have them aimed at your chosen target, you should quit (Q) the weapons console. You can then issue the ' | ||
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- | After you have issued a firing command, the system takes a while to track the target ship and fire the weapons -- basically, weapons fire at the end of the turn. In some circumstances the firing sequence can abort before the weapon fires, such as if the gunner released control of the weapon for any reason. | ||
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- | -------------------------------------------------------------------------------- | ||
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- | Buying Munitions | ||
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- | Currently ammunition for spaceship weapons is available at our major shipyards, and other munitions depots may be set up as time goes by. You need to taxi your ship into the munitions depot. Then enter: **buy munitions** | ||
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- | The program will ask for the name of the spaceship you want to arm. Then it will present a list of munitions available at the depot, so you can select the type you want to buy. | ||
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- | It is also possible to buy ammunition and have it loaded into a portable crate, which can then be taken away to set up supply caches at your faction' | ||
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- | -------------------------------------------------------------------------------- | ||
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- | Repairs | ||
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- | You should have already learned to use the damage status command to see what components you have installed, and which ones are hurting. When components are damaged, you need to use the repair command. It has four forms. To quote from the help screen: | ||
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- | Help information for repairs\\ | ||
- | -----------------------------------------------------\\ | ||
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- | \\ | ||
- | To repair, you need to have a supply of parts. These\\ | ||
- | parts are used up when you make repairs, so you will\\ | ||
- | need to restock when you run low. \\ | ||
- | -----------------------------------------------------\\ | ||
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- | The position of a component is the mounted location on your ship. For example, if you were repairing a 30mm ETG cannon mounted in Medium Turret 1, you would have to type: | ||
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- | **repair medium turret 1** | ||
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- | If you don't have repair parts (or " | ||
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- | While repairing a component, you must stay on board the ship or else in the same room with it. If you leave the area (i.e. navigate out of the sector), repairs will be halted. If several crew members are doing repairs, you can use **repair #status** to see who's working on what. | ||
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spaceship_combat_mechanics.1303453066.txt.gz · Last modified: 2011/04/22 06:17 by hagalaz