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Updated for version 5.10

Fight

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.

Combat

Ships armed 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.

Individual surface elements on Large and Extra Large 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). 

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). 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 duelling opponents, superior numbers are another way to win battles.

Weapon Types

Weapons fall into 5 general categories:

  • Main weapons:
    • Primary Guns (forward-facing weapons on S, M,L ships and some battleships)
    • Secondary Launchers (forward-facing weapons on S and M ships)
  • Gun Turrets (available on M, L and XL ships)
  • Missile Turrets (available on L and XL ships)
  • Defence Drones (deployable from some M, L and XL ships)

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.

Main Weapon Aiming (Guns)

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.

Main Weapon Aiming (Missiles)

Player-controlled (forward-facing), secondary launchers equipped with dumbfire missiles will fire at the cursor's position. When equipped with homing 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.

Main Weapon Firegroups

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).

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.

The firegroups are toggled using Hotkeys:  

  • Change Primary Firegroup: 1/2/3/4
  • Change Secondary Firegroup 5/6/7/

Main Weapon Heat

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).

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. 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 lists incorrect sustained MW values). 

Minor heat buildup (bar the on right is short)

Heavy Heat buildup (bar is long, and orange)

Overheated (bar is red, and weapons have shutdown)

Turret Settings

Turret Rules of Engagement:

  • Turret offline       : Will not take any action
  • Turret online    : Will take the actions below:
    • Attack Enemies : Attack any hostiles
    • Target Target      : Will only attack the selected target if it is hostile
    • Defend Ship       : Returns fire on things that attacks the ship (not missiles)
    • Missile Defence : Will only try to intercept incoming missiles (not ships) - [X3 'Missiles Only' mode]
    • Break Asteroids   : Supports mining solid materials

HUD Controls for Turrets on Medium ships:

  • Depending on ship model, there may be 2-4 turrets

  • Their per-turret settings icons are found at the top-middle of the screen:

Full Controls for All Ships:

  • Customisable turret controls for all ships
  • Each Turret, or Turret Group (pairs of Mediums), have settings:
    • Each setting offers the same options as the HUD Controls above
    • Additionally, there is a setting that to apply an option to all turrets
  • Available on two places via drop-down menus:
    • Piloted ship: Ship Menu (click on the chevron in top-centre of screen):
    • All owned ships: Ship Info Menu (locate Turret Behaviour settings are near the bottom):

Defence Drones

These small craft can be equipped to, and operated by, ships with Small Docks (Frigates, Large and XL Ships).

Summary of capabilities:

  • Cheap (~15,000 Cr)
  • Equipped with a Pulse Laser Mk1
  • Scout-level hull integrity (1,900 MJ)
  • Do not have shields
  • Auto-repaired by their motherships after docking

Attacking specific station modules

It is possible to order ships on the Playership's Wing to attack specific modules. For example, Storage, Defence or Administrate modules.

Process for doing this:

  1. Open the Map
  2. Expand the station's info so that you can see specific modules (see image below)
  3. Left click on the module you wish to attack
  4. Right-click on the Playership (or specific ship in Wing) and select "Wing: Attack My Target"
    • If this order is not available, re-select the module, press "T", and try again

Loot

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.

Fleet Management

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. 

Setting up such a fleet can be done the easiest by selecting one or multiple ships which are supposed to be the followers on the map, then right clicking on the new leader. The context menu will now show ASSIGNMENT options such as the new behaviour to DEFEND this leader. Selecting this option will move all these ships into the hierarchy of this leader. A plus + symbol now appear in front of the leader ship in the OBJECT LIST as well as the PROPERTY OWNED menus at the side of the map.

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.

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.

Fleet subordinates

Subordinate group modes:
Attack - Ships will attack their commander's target.
Intercept - Ships will attack any hostile non-capital ships that come into their operational range*.
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.

Docked - Orders all subordinates in the specified group to dock and ignore all targets including their commanders' attackers. Does not affect ships that are unable to dock at their commander.
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.)
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.

* 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.

 

Taken from here: https://forum.egosoft.com/viewtopic.php?f=192&t=421644&start=15#p4908844

Formations

Breakdown of each formation as of version 4.00.

First screenshot is from the top (default map view) and the second is a perspective trying to show space usage.

Most of those screenshots are with a fleet of 20 ships.

Each formation requires a skill level, indicated in parenthesis after the name.

Backward Cross (2 stars)

Backward X-shape (2 stars)

Circle (0 star)

Cross (2 stars)

Eagle (4 stars)

Echelon (5 stars)

Forward Cross (2 stars)

Forward X-shape (2 stars)

Horizontal Dart (5 stars)

Inverse Point Guard (3 stars)

Inverse V-shape (1 star)

Line Abreast (0 star)

Line Astern (0 star)

Point Guard (3 stars)

Semicircle (0 star)

Triangle (1 star)

Twin (4 stars)

V-shape (1 star)

Vertical Dart (5 stars)

Vulcan (5 stars)

W-shape (4 stars)

X-shape (2 stars)

20 Comments

  1. Anonymous

    Break Asteroids

    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.

    1. Turrets get bugged coming out of travel mode so you need to change their settings and then cycle back to the desired one.

  2. Anonymous

    What do the four boxes for each gun in the ship information tab control?

    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 shipsShip Info Menu" bullet, they let you set Rules Of Engagement on a per turret basis.

      See "HUD Controls for Turrets on Medium ships" section for short descriptions of the Rules Of Engagement options.

    2. Anonymous

      Under Ship Information, "Weapon Configuration", Weapon (ie S Pulse Laser Mk1), there are 2 sets of 4 boxes. Labeled Primary and Secondary.

      Those four boxes are where you setup the weapons Primary and Secondary Firegroup.

      You can put the weapon into all 8 firegroups.

      The firegroups are toggled using the numbers:  

      Change Primary Firegroup: 1/2/3/4
      Change Secondary Firegroup 5/6/7/8

      1. Thanks for replying with this missing info. I've added that to the page above.

  3. Anonymous

    What are the keys on the keyboard to fire the Primary weapons?

    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.

    Where in the menus can you change the primary weapons firing buttons?

    1. Space is the key. Please report any problems via the forum where Devs are likely to see it.

  4. Anonymous

    How do i command a fleet to get ammo or repairs ? 

    1. You'll need to use either an Equipment Dock, or a Wharf/Shipyard (depending on ship class):

      Purchasing And Upgrading Ships

  5. Anonymous

    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 ? 

  6. Anonymous

    How do you name a fleet or is that not possible

    • Available on two places via drop-down menus:
      • Piloted ship: Ship Menu (click on the chevron in top-centre of screen):
      • All owned ships: Ship Info Menu (locate Turret Behaviour settings are near the bottom):

    These two pictures are confused with each other.

     

    ***************************************************************************************************************************************

    Attacking specific station modules

    .....

    • Expand the station's info so that you can see specific modules (see image below)

    Need to add the "image below". It is currently missing.

  7. Anonymous

    What's the difference between Defend, Attack, Intercept?

     

  8. Anonymous

    Subordinate group modes:
    Attack - Ships will attack their commander's target.
    Intercept - Ships will attack any hostile non-capital ships that come into their operational range*.
    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.

    Docked - Orders all subordinates in the specified group to dock and ignore all targets including their commanders' attackers. Does not affect ships that are unable to dock at their commander.
    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.)
    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.

    * 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.

     

    Taken from here: https://forum.egosoft.com/viewtopic.php?f=192&t=421644&start=15#p4908844

  9. Anonymous

    Also relevant in the context of fleet management: Ship Orders And Behaviours and NPC Behaviours.

  10. Anonymous

    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

  11. Anonymous

    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...

    'Those four boxes are where you setup the weapons Primary and Secondary Firegroup.

    You can put the weapon into all 8 firegroups.'



    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!

  12. Anonymous

    Is 'Aim assist' (in the settings) the same as 'target target' mode?

  13. Anonymous

    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?

    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.

    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.

    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.


    But for the love of heaven (and my sanity) can you implement EITHER:


    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)):


    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.

    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!


    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.

    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?

    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.