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Updated for version 5.10

Table of Contents

Claiming Smaller Ships

Note
titleNote

In general, ships created for cutscenes and plot missions will not bail and cannot be claimed (ships that are created already un-owned can still be claimed as normal).

During combat S and M size ships have a chance to bail leaving the ship abandoned and able to be claimed by other faction or the player. To claim bailed ships the player can either claim it from their Spacesuit or order a Marine to do it. To personally claim an abandoned ship , <player> the player must spacewalk to it , and then locate and scan a signal leak. After the ship becomes player property, the player can dock with the ship and fly it away.

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> 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 Alternatively, setting them to 'explore' for several hours to level up or making them join an active combat fleet will increase their piloting skill.. 

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

It should be noted, that it isn't possbile assign a new pilot to the claimed ship, if it was claimed personally. For that to work, the <player> has to dock both, the claimed ship and the ship with the pilot on board and then do the transfer.

Boarding Larger Ships

Large and XL ships need to be boarded to be damage.

Boarding Larger Ships

Note
titleNote

In general, ships created for cutscenes and plot missions are not boardable (there are some exceptions to this rule but they are in a small minority of cases).

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 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. 

Sector Control

(main page Sector Ownership)

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 commenced.

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Table of Contents

Beanspruchen kleinerer Schiffe

Im Kampf haben Schiffe der Größen S und M die Chance, das Schiff zu verlassen und von einer anderen Fraktion oder dem Spieler in Anspruch genommen werden zu können. Um geborgene Schiffe zu beanspruchen, kann der Spieler sie entweder von seinem Raumanzug beanspruchen oder eine Marine damit beauftragen. Um persönlich ein verlassenes Schiff zu beanspruchen, kann der Spieler im Weltraum zu ihm navigieren, ein Signalleck lokalisieren und scannen. Sobald das Schiff Spielereigentum erlangt hat, hat der Spieler die Möglichkeit, an das Schiff anzudocken und es wegzufliegen.

Alternativ wählen Sie das verlassene Schiff aus und klicken Sie dann mit der rechten Maustaste darauf, um einen Marine an Bord des Spielschiffes zu beauftragen, das Schiff mit einer Enterkapsel in Besitz zu nehmen (Spielschiff Crew muss mindestens 1 Marine zugewiesen haben, um diese Option zu nutzen); der Marine wird der Pilot des neuen Schiffes, sobald der Besitz übertragen wurde. Wenn Sie beabsichtigen, das Schiff zu behalten, wird empfohlen diesen Zufallsmarine durch mindestens einen Ein-Sterne-Piloten zu ersetzen.... oder Sie könnten ihn dazu anweisen, mehrere Stunden lang zu "erforschen", um seine Steuerungsfähigkeiten zu verbessern....

Marines werden Schäden an den Bordsystemen während des Enterns verursachen, also erwarten Sie Verluste von (z.B. Waffen, Schilden usw. auf dem Ziel, sobald sie über die Marine beansprucht werden. Persönliches <Player> Boarding über 'Hacken' des Signallecks darf nicht (so viel) Schaden anrichten...[muss weiter getestet werden, um festzustellen, welche Fähigkeiten erforderlich sind, um Remote- und persönliche dmg auf welche Systeme zu minimieren - Snafu].

Entern größerer Schiffe

Große und XL-Schiffe müssen geentert werden, um sie einzunehmen. Das Entern erfordert eine ausreichende Schiffsbesatzung auf allen an der Aktion beteiligten spielereigenen Schiffen. Das Entern beinhaltet das Scannen des Ziels, um Informationen zu erhalten, das Planen (unter Verwendung der Informationen), das Auswählen eines Verhaltens für Ihr(e) Enterschiff(e) und das Einleiten des 3-stufigen Vorgangs.

Entweder vor oder während des Einsatzes (via Verhaltensregeln) muss das Ziel neutralisiert werden ( das Entfernen der Triebwerke, Türme und Schilde; die Reduzierung der Besatzung durch Rumpfschäden). Um das Entern einzuleiten, wählen Sie das/die gewünschte(n) spielereigene(n) Schiff(e) aus, klicken Sie dann mit der rechten Maustaste auf das Ziel und befehlen Sie Marines, das Ziel zu entern.

Innerhalb des Enter-Menüs (siehe unten), planen Sie:

  • Wählen Sie jedes Enter-Schiff (oben auf dem Bildschirm), um die Anzahl der Marines für jedes Schiff festzulegen (unten links auf dem Bildschirm).
  • Das Scannen hat es Ihrem Schiffscomputer ermöglicht, Rückmeldungen über die Erfolgsaussichten in allen Phasen zu geben (unten auf dem Bildschirm).

Auswahl des Verhaltens für das Entern von Schiffen:

  1. Angriffs-Eskorte

  2. Zieltriebwerke
  3. Zieltürme
  4. Ausschalten des Ziels
  5. Abstand aufrechterhalten

Einstiegsphasen:

  1. Vorgehensweise (Enterkapseln sicher ans Ziel bringen)

  2. Infiltration (Durchdringung des Rumpfes)

  3. Angriff (Besatzung besiegen)

Die Optionen der Stufe 1 weisen ihr(e) Boarding-Schiff(e) an, mit welcher Stärke das Ziel vor dem Start der Enterkapseln verteidigt wird. Stufe 2 Optionen weisen ihre Marines an, wie stark der Zielrumpf vor dem Durchbruch sein sollte (geschwächte Rümpfe reduzieren das Risiko für Marinesoldaten, erhöhen aber das Risiko, das Ziel zu zerstören). Schließlich werden alle überlebenden Marines in Stufe 3 versuchen, die Besatzung des Ziels zu besiegen.

Versuchen Sie, die Subsysteme zerstört zu behalten und arbeiten Sie daran, die Rumpfwerte zu reduzieren, aber nicht in dem Maße, dass die an Bord gehenden Marines das Schiff zerstören werden. Sobald der Zielrumpf niedrig genug ist, um den Enterwiderstand unter die Enterstärke der Spielerkräfte zu reduzieren (20 oder mehr ist gut), ist das Schiff so gut wie erobert. Bei Erfolg kann ein Marine als Kapitän für das Schiff eingesetzt werden oder der Spieler kann persönlich auf das Schiff wechseln.

Sektorenkontrolle

Verwaltungszentrumsmodule, wenn sie an einer Spielerstation fertiggestellt sind, gewähren das Eigentum an einem nicht in ihrem Besitz befindlichen Sektor auf der Grundlage des Prinzip des First come first served, wobei alle Schiffe und Stationen des Sektors offengelegt und die Liste der illegalen Waren der Eigentümerfraktion festgelegt wird.

Wenn das Verwaltungszentrumsmodul zerstört wird, geht der Sektorbesitz auf die nächste Fraktion mit einem Verwaltungszentrum über. Kämpfende NSC-Fraktionen führen einen ständigen Territorialkrieg, um die Verteidigungsplattformen ihres Feindes durch eine ihrer eigenen zu ersetzen. Hat der Spieler einmal Pläne für ein Verwaltungszentrum erworben, kann auch er ganze Sektoren erobern, wenn er bereit ist, diese zu verteidigen.

Ist eine Fraktion im Begriff, um das Bestehen des Eigentums zu ringen, dann wird es eine Warnung "(Umstritten)" hinter dem Namen Ihres Systems geben, die darauf hinweist, dass der Bau einer Station mit einem Admin-Modul begonnen hat.

...

Sv translation
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Table of Contents

Claiming Smaller Ships

During combat S and M size ships have a chance to bail leaving the ship abandoned and able to be claimed by other faction or the player. To claim bailed ships the player can either claim it from their Spacesuit or order a Marine to do it. To personally claim an abandoned ship, <player> must spacewalk to it, and then locate and scan a signal leak. After the ship becomes player property, the player can dock with the ship and fly it away.

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]

It should be noted, that it isn't possbile assign a new pilot to the claimed ship, if it was claimed personally. For that to work, the <player> has to dock both, the claimed ship and the ship with the pilot on board and then do the transfer.

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. 

Image Removed

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 commenced

소형 함선 확보

전투 중 S나 M급 함선에는 함선을 버리고 탈출할 수 있는 기회가 있어, 타 세력이나 플레이어가 해당 함선을 확보할 수 있습니다. 버려진 함선을 확보하려면 플레이어가 우주복을 입고 직접 획득하던가 해병에게 지시할 수 있습니다. 직접 버려진 함선을 확보하기 위해, <플레이어>는 반드시 우주 유영으로 다가가야 하며 신호 유출을 잡아내 스캔하면 됩니다. 함선이 플레이어의 소유가 된 후 플레이어는 함선을 이용해 도킹하거나 비행할 수 있습니다.

다른 방법으로는 버려진 함선을 선택한 후 오른쪽 클릭으로 플레이어 함선에 탑승한 해병에게 강습 포드를 사용해 확보를 명령할 수 있습니다. (이 메뉴를 사용하기 위해서는 플레이어 함선 승무원 중에 적어도 1인의 해병이 있어야 합니다) 함선의 소유권이 이전된 후 해병은 새로운 함선의 조종사가 됩니다. 함선을 계속 보유하려면 임의의 해병을 대신할 1 스타 이상의 등급의 조종사를 찾을 것을 추천합니다... 아니면 몇 시간이고 탐험하도록 해 조종 기술을 추가 습득하기를 기다릴 수도 있겠지요...

해병은 탑승하며 탑승 장치에 피해를 주게 되므로, 해병을 이용해 확보하려면 <목표 함선>에 무기, 보호막 등의 손해를 감수해야 합니다. 플레이어가 신호 유출 해킹을 통해 직접 진입하면 피해가 (거의) 없습니다... [어떤 기술을 보유해야 해병을 통한, 혹은 직접 확보에 의한 시스템의 피해를 최소화 할 수 있을지 더 조사가 필요함- Snafu]

유의할 점은, 직접 함선을 확보한 경우 조종사를 배정하는 것이 불가능하다는 것입니다. 이를 위해 플레이어는 두 함선(새로 확보한 함선과 조종사가 운항하는 함선)을 도킹한 후 이동을 진행해야 합니다.

대형 함선 나포

L급과 XL급 함선은 나포를 위해 승선해야 합니다. 승선에는 이 작전에 참여하는 플레이어 소유의 함선에 있던 충분한 수의 해병이 요구됩니다. 승선을 위해 목표 함선을 스캔하여 정보를 얻고, 계획을 짠 후(정보를 이용), 함선 나포를 위한 행동을 선택하는 3단계 작전이 필요합니다.

작전(행동을 통해)의 중간이나 이전에 목표물이 무효화 되어 있어야(엔진, 터렛, 보호막 제거, 선체 피해를 통한 승무원 감원)합니다. 나포를 시작하기 위해 원하는 플레이어 소유 함선을 선택한 후 오른쪽 클릭으로 목표물을 선택해 해병에게 목표물을 나포하도록 명령을 내립니다.

나포 메뉴(아래 확인)와 계획:

  • 각각의 나포 함선(화면 상단)을 선택하여 작전에 포함하고자 하는 해병의 수를 각각 조정합니다. (화면 하단 왼쪽)
  • 스캔을 통해 플레이어의 함선 컴퓨터가 단계별 성공 가능성을 계산해줄 수 있습니다. (화면 아래쪽)

함선 나포 시 행동 선택:

  1. 호위대를 공격

  2. 엔진을 목표
  3. 터렛을 목표
  4. 목표 무력화
  5. 거리 유지

나포 단계:

  1. 접근 (목표물에 안전하게 강습 포드 설치)

  2. 침투 (선체 내부로 투입)

  3. 강습 (승무원 무력화)

1단계 선택사항은 강습 포드를 발사하기 전에 목표물의 방어력이 얼마나 약해져야 하는지를 설정합니다. 2단계 선택사항은 선체가 얼마나 약해졌을 때 해병이 침투할지를 정합니다. (약해진 선체는 해병의 위험도를 낮추지만, 목표물이 파괴될 가능성을 높입니다) 마지막으로 3단계에서, 생존한 해병이 목표물의 선원을 무력화시키게 됩니다.

보조 시스템은 부수면서 선체 강도를 낮추되 해병이 함선을 부서뜨릴 때까지 낮추지는 않아야 합니다. 플레이어의 군대가 지닌 나포력(20이나 그 이상인 것이 좋음)보다 함선의 나포 저항이 낮아질 만큼 목표물의 선체가 충분히 약해지면, 그 함선은 나포 준비가 완료된 것입니다. 성공한 경우 해병이 해당 함선의 함장으로 임명되거나 플레이어가 직접 함선을 조종할 수 있게 됩니다. 

Image Added

섹터 지배

플레이어의 스테이션에 행정 센터 모듈이 지어지면 소유자가 없는 섹터를 먼저 발견하는 자가 얻는 방식으로 소유권을 주장할 수 있게 됩니다. 이를 통해 해당 섹터의 모든 함선과 스테이션이 드러나고 모든 불법 물품을 소유한 세력에 세금을 부과할 수 있습니다.

행정 센터 모듈이 부서지면, 다음 행정 센터 모듈을 지닌 세력에게로 소유권이 이전됩니다. 전쟁 중인 NPC 세력들은 끊임없이 적의 방어 플랫폼을 자기의 것으로 만들기 위해 밀어붙일 것입니다. 플레이어가 행정 센터 모듈의 청사진을 보유하게 되면 소유권을 방어하기 위해 그들이 전체 섹터를 정복하려 할 수 있습니다.

세력이 플레이어의 섹터 소유권을 두고 싸움을 걸 경우, 스테이션에 행정 센터 모듈을 짓기 시작한 항성계 이름 뒤로 "경쟁중"이라는 경고를 보게 될 것입니다.