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Capturando Naves e Setores

 

Table of Contents

Reivindicando Naves Menores

Durante os combates, as naves de tamanho S e M podem ser abandonadas por seus tripulantes, o que as tornam suscetíveis à reivindicação por parte de outra facção ou pelo jogador. Para reivindicar naves abandonadas, o jogador pode reivindicá-la em seu traje espacial ou dar a ordem para que um fuzileiro o faça. Para reivindicar pessoalmente uma nave abandonada, o <jogador> <player> deve caminhar no espaço até a nave e localizar e examinar o vazamento de sinal. Depois disso, a nave se torna propriedade do jogador, o jogador pode pousar a nave e levá-lo embora.

Alternativamente, selecione o nave abandonada e clique com o botão direito para ordenar que um fuzileiro a bordo da nave do jogador reivindique a embarcação usando um Boarding Pod (<playership> a tripulação deve ter pelo menos 1 fuzileiro naval designado para usar essa opção); o fuzileiro se tornará o piloto do novo navio da nova nave depois que a propriedade for transferida. Se você pretende manter o navionave, é recomendável encontrar um piloto com pelo menos um piloto de uma estrela para substituir o fuzileiro naval aleatório .. ou você pode configurá-los configurar a nova nave e o novo piloto para "explorar" por várias algumas horas para aumentar a sua habilidade de pilotarpilotagem..

Os fuzileiros navais causarão danos aos sistemas a de bordo durante o embarque, então espere perdas de (por exemplo) wepsarmas, escudos  escudos etc em <target> uma vez reclamados via marinha. O embarque pessoal através de 'hacking' o vazamento do sinal pode não causar (tanto) dano .. [precisa de mais testes para estabelecer quais habilidades necessárias para minimizar o dano remoto e pessoal para quais sistemas - Snafu]

Alternatively select the abandoned ship and then right click it to order a Marine on board the playership to go and claim the craft using a Boarding Pod (<playership> crew must have at least 1 marine assigned to use this option); the Marine will become the Pilot of the new ship once ownership has been transferred. If you intend to keep the ship, finding at least a one-star pilot is recommended to replace that random marine.. or you could set them to 'explore' for several hours to level up their piloting skill.. 

Marines will cause damage to onboard systems while boarding, so expect losses of (eg) weps, shields etc on <target> once claimed via marine. Personal <player> boarding via 'hacking' the signal leak may not cause (as much) damage..[needs further testing to establish what skills required to minimise remote & personal dmg to which systems - Snafu]

Boarding Larger Ships

Large and XL ships need to be boarded to be captured. Boarding requires sufficient Marine crew across the player-owned ships participating in the action. Boarding involves Scanning the target to gain intel, planning (using the intel), choosing a Behviour for your boarding ship(s) and initiating the 3-stage operation.

Either before or during the Op (via Behaviour), the target needs to be nullified (taking out the engines, turrets and shields; reducing crew levels through hull damage). To initiate boarding, select the desired player-owned ship(s) and then right click the target and order Marines to Board the target.

Within the Boarding Menu (see below), plan:

  • Select each boarding ship (top of screen) to set the numbers of Marines on each to be used (lower left of screen)
  • Scanning allowed your ship's computer to provide feedback on chance of success across stages (bottom of screen)

Choosing Behaviour for boarding ships:

  1. Attack escorts

  2. Target engines
  3. Target turrets
  4. Disable Target
  5. Maintain distance

Boarding stages:

  1. Approach (getting Boarding Pods safely to the target)

  2. Infiltration (breaching the hull)

  3. Assault (Defeating the crew)

Stages 1 options instruct their boarding ship(s) how weakly-defended the target should be before launching Boarding Pods. Stages 2 options instruct their Marines how strong the target hull should be before breaching (weaken hulls reduce risk to marines but increase risk of destroying the target). Finally during Stage 3, your surviving Marines will attempt to defeat the target's crew.

Try to keep the subsystems destroyed, and work on reducing hull levels but not to the extent that the boarding marines will destroy the ship. Once the target hull is sufficiency low to reduce boarding resistance below the boarding strength of the players forces (20 or more is good) the ship is as good as captured. If successful, a Marine can be assigned as the captain for the ship or the player can move to the ship personally. 

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Sector Control

Administrative Centre modules, when completed at a player station, grant ownership of an unowned sector on a first come first served basis, revealing all ships and stations in the sector and imposing the illegal wares list of the owning faction.

If the Administrative Centre module is destroyed, sector ownership will change over to the next faction with an Administrative Centre. Warring NPC factions are constantly playing a turf war to replace the Defence Platforms of their enemy with one of their own. Once the player has acquired Blueprints for an Administrative Centre, they too can conquer entire sectors if they are willing to defend it.

If a faction is about to challenge you for the ownership then there will be a warning "(Contested)" behind the name of your system indicating a construction of a station with an admin module has commencedMarines will cause damage to onboard systems while boarding, so expect losses of (eg) weps, shields etc on <target> once claimed via marine. Personal <player> boarding via 'hacking' the signal leak may not cause (as much) damage..[needs further testing to establish what skills required to minimise remote & personal dmg to which systems - Snafu]

Boarding Larger Ships

Large and XL ships need to be boarded to be captured. Boarding requires sufficient Marine crew across the player-owned ships participating in the action. Boarding involves Scanning the target to gain intel, planning (using the intel), choosing a Behviour for your boarding ship(s) and initiating the 3-stage operation.

Either before or during the Op (via Behaviour), the target needs to be nullified (taking out the engines, turrets and shields; reducing crew levels through hull damage). To initiate boarding, select the desired player-owned ship(s) and then right click the target and order Marines to Board the target.

Within the Boarding Menu (see below), plan:

  • Select each boarding ship (top of screen) to set the numbers of Marines on each to be used (lower left of screen)
  • Scanning allowed your ship's computer to provide feedback on chance of success across stages (bottom of screen)

Choosing Behaviour for boarding ships:

  1. Attack escorts

  2. Target engines
  3. Target turrets
  4. Disable Target
  5. Maintain distance

Boarding stages:

  1. Approach (getting Boarding Pods safely to the target)

  2. Infiltration (breaching the hull)

  3. Assault (Defeating the crew)

Stages 1 options instruct their boarding ship(s) how weakly-defended the target should be before launching Boarding Pods. Stages 2 options instruct their Marines how strong the target hull should be before breaching (weaken hulls reduce risk to marines but increase risk of destroying the target). Finally during Stage 3, your surviving Marines will attempt to defeat the target's crew.

Try to keep the subsystems destroyed, and work on reducing hull levels but not to the extent that the boarding marines will destroy the ship. Once the target hull is sufficiency low to reduce boarding resistance below the boarding strength of the players forces (20 or more is good) the ship is as good as captured. If successful, a Marine can be assigned as the captain for the ship or the player can move to the ship personally. 

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Controle de Setores

Módulos de Centros Administrativo, quando completados em uma estação do jogador, concedem a propriedade de um setor sem dono, que passa a pertencer a quem chegar lá primeiro, o que revelará todas as naves es estações naquele setor e implementará a lista de produtos ilegais da facção a qual pertence.

Se um Módulo de Centro Administrativo for destruído, a posse daquele setor passará para a próxima facção com um centro administrativo. Aviso! Facções de NPCs estão constantemente disputando território para substituir as Plataformas de Defesa do inimigo pelas suas. Assim que o jogador adquirir os Projetos para um Centro Administrativo, ele também poderá conquistar setores inteiros, se ele estiver disposto a defende-los.

Se um facção estiver a ponto de desafiar você pela posse de um setor, surgirá um aviso "(Contestado)" atrás do nome de seu setor indicando que a construção de uma estação com módulo de centro administrativo foi iniciada.