What's up, pilots?

Tips, tactics, and general discussion for Evochron Legacy.
Jack Dandy
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Post by Jack Dandy »

Hey there!

I started playing this game recently, and damn- it's really very nice!
An amazing time passer, that's for sure. Just flying around, doing missions, upgrading my ship, it's all very relaxing.
I also love the inertia-based combat system. Makes the fights more exciting then most space sims. I still need to master it though :D

I have a few questions, though-
-What do "Kinetic" weapons do? What's the tradeoff for the lesser yield?
-Is there a way to "stack" certain equipment? Like, having 2 shield cells to boost it even more? Or is it strictly 1 equipment type per ship?
-Basically, what's a "cycle? I've noticed it's used in certain places.

And here's some feedback/questions for the maker of the game (If he'll look at this thread, lol):

In future games, do you plan on adding a little more "human" element? The only thing that bothers me with the game is the lack of "real" interaction. Like, conversations, storylines, stuff like that.
I understand this is focusing on the whole "freeform fun in space" aspect and that's it's only made by 1 guy, but I think this sort of game could benefit from that.
Then again, I'm pretty early it so I haven't seen that much.

Just my 2 cents!

[Edited on 4-30-2011 by Jack Dandy]
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Post by SeeJay »

Hi and welcome.

You can take a look at my website for a lot of info.
The map part is a spoiler warning thou. ;)

Join MP and you WILL GET HUMAN interaction, LOL. (Lot's of help included)
It's a friendly bunch of pilots out there.

Hope to see you online mate.:P
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Post by Marvin »

From post: 106505, Topic: tid=7545, author=Jack Dandy wrote:I have a few questions, though-
-What do "Kinetic" weapons do? What's the tradeoff for the lesser yield?
It's easier to see what kinetic weapons can do by being the target ... either in MP and having another player fire at you, using a kinetic weapon, or by being attacked by a Red that's using one. Basically, it knocks you around so hard you can't aim.
-Is there a way to "stack" certain equipment? Like, having 2 shield cells to boost it even more? Or is it strictly 1 equipment type per ship?
For the most part, higher classes of equipment are "stacked" ... a class 5 fuel tank, for example, is five fuel tanks stacked together.
-Basically, what's a "cycle? I've noticed it's used in certain places.
It's the length of time between "pay periods" ... intervals where you get charged for storing equipment at a station, where you are required to pay your crew, and where you get paid for territories you own. I think one interval is about ten minutes long ... if not, somebody will correct me.
In future games, do you plan on adding a little more "human" element? The only thing that bothers me with the game is the lack of "real" interaction. Like, conversations, storylines, stuff like that.
If you like, you can "append" the default quest ... or you can substitute one of your own. And make it as "human" as you like.
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Post by 49rTbird »

Hello Jack Dandy, Welcome to the forum and the Sim. Have fun and hope to see you out there sometime.:)
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Post by Maarschalk »

Hi Jack Dandy, welcome to this dandy game and forum. Hope to see you out there some time...;):P:cool:
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Jack Dandy
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Post by Jack Dandy »

Thanks for the tips.
I'll be glad to see you once I go online.
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Post by GORF »

Welcome to Evochron:P

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Jack Dandy
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Post by Jack Dandy »

I have 2 questions, though:

1. Isn't the game basically broken once you find the Phantom cannon stash in Cerulean?
You can make 250 Mil. credits on every trip, and it takes just a few seconds..!
2. Is there a way to keep an eye on what ships are a part of your current fleet?
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Post by Cymbrogi »

From post: 106646, Topic: tid=7545, author=Jack Dandy wrote: 1. Isn't the game basically broken once you find the Phantom cannon stash in Cerulean?
You can make 250 Mil. credits on every trip, and it takes just a few seconds..!
I don't know the answer to your 2nd question, but, as to the first, are you sure its 250 mil? I recall that each one sold for roughly 5 mil, so with a 5 bay that's 25 mil per trip (and yes, I'm guilty of making the run numerous times myself).

But I don't think it "breaks" the game - rather, it lets you enjoy the game without the limitations of your bank account. You want a station license, buy it! You want to try out that excalibur missle packs, go for it! Worst that happens is you fly back, make a run or two to replenish your funds and keep going.

As an example, I kind of stalled out in Cerulean system due to not being a very good combat pilot. So I went to the war zone there, bought a military frame ship and decked it out to engage in combat in the war zone. Once I get tired of getting pounded to dust in the war zone, I'll park my ship, grab my cargo hauler and go back to exploring.
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Post by Jack Dandy »

That's true as well.

But the thing is, what other incentives are there to the contracts other then cash, then? (since you can get it so easily.)
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Post by 49rTbird »

Contracts are a important part of the Sim. They give new pilots experience in handling their ships in many different situations. They go towards building a pilots reputation in a sector with the faction that the contract is for. They are "ONE" way to make money. If it was just about money then we would all do nothing but that that made the most money.:) In "MP" contracts are how a "Clan" builds up and maintains their control of sectors.:) Hope this has helped.:)
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Post by Jack Dandy »

I see.. makes sense. Thanks.
I guess, my only problem with the game is sort of "finding a purpose" in it.

But I suppose that's why it's considered a free-form game.

Also, IS there a way to check how many ships I currently have in my fleet?

EDIT: I just found out, it's in the profile section I guess. Would be nice to have a little bit more info about them, like the crew section..

I have another question, though!
What EXACTLY do the wing systems effect? The ship's agility?
Does Agility refer to how fast it can spin/make sharp turns after intertial drifting into IDS, that sort of thing?

[Edited on 5-4-2011 by Jack Dandy]
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Post by 49rTbird »

Yes that is what the wings (wing thrusters) do. The better the wing the faster you maneuver with or without IDS.:) Have you done the Quest?:)
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Post by Jack Dandy »

I see, thanks for the tip.
As for the Quest, I'm following it at the moment.
After selling a crapload of Phantom cannons, I bought a decent medium fighter craft and am slowly learning how to NOT get my ship shot to hell in the Warzones. :P

Rapid-firing CMs! Whoda thunk it?

[Edited on 5-4-2011 by Jack Dandy]
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Post by Dave S »

By doing the quest, most of your questions end up getting answered (at least they did for me). Also, getting into MP and just chatting with the other pilots will get you lots of information that is not readily apparent (or at least not fully intuitive) in the game. I still pick up tricks by chatting woth other players online.

I now have about 8 different loadouts and ship configurations for different types of play (i.e. trading, fighting AI on regular contracts, fighting AI Vonari, fighting PvP, exploration, etc). That's where the freeform part gets pretty cool. You truly find your own purpose. Mine jsut shifts with my mood:D:D:D
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Post by BraveHart »

"Welcome Aboard Jack Dandy"...:) Once your done with your quest's you can have a Great time meeting up with other pilots and have fun doing mission's together or have fun doing the race contract with others or help pilots out and fly as their escort to help keep them safe from hostiles...there are endless scenarios in this free form space sim...Enjoy your time and I'll see you in MP sometime :)
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Post by Shieldwolf »

Welcome to the forum and community. See ya out in the interstellar medium of Evochron. :)
Jack Dandy
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Post by Jack Dandy »

I have some more questions!

This time, it's reputation-related.

1. Does killing Guild/Rebels affect general system reputation, or only raises it with the Navy and Energy factions?
2. Do "simple" (cleaning, finding items) contracts raise less reputation (both faction AND system) then harder ones?
3. Are miners considered neutral?
4. Does having more of the same type of crew increase it's effects even more? (2 gunners = more powerful cannons, 2 engineers = Faster repairs, etc)

[Edited on 5-6-2011 by Jack Dandy]
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Post by Marvin »

From post: 106722, Topic: tid=7545, author=Jack Dandy wrote:1. Does killing Guild/Rebels affect general system reputation, or only raises it with the Navy and Energy factions?
Both. Once your Rebel and Guild reputation gets near zero and the other factions are high enough, your system reputation will shift. At that point, you can leave the system without worrying about your system reputation dropping back down ('though your local reputation will often drop).
2. Do "simple" (cleaning, finding items) contracts raise less reputation (both faction AND system) then harder ones?
I'm pretty sure all contracts count equally. Even in war zones.
3. Are miners considered neutral?
No ... miners are among the good guys.
4. Does having more of the same type of crew increase it's effects even more? (2 gunners = more powerful cannons, 2 engineers = Faster repairs, etc)
I didn't know you could have two or more of each. But, from what I've read, it wouldn't help, even it you can/did/do.
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Post by Maarschalk »

On Question 2: Harder contracts like killing more hostiles increases your reputation faster then cleaning contracts because amount of hostiles killed and contracts completed succesfully are part of the reputation equation. So completing a cleaning contract is just one part of the equation, while completing a kill hostiles contracts adds both parts of the equation to your reputation.....;):cool:

On Question 4: You can have only one of each kind of crew member unless your transporting them as passengers and not hire them as part of your crew.......;):cool:

Question 1 and 3: See Marvins answers......;):cool:
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Post by Marvin »

:cool: What Maars said. Any time you kill a hostile, you get credit added to your reputation. Ergo ... what Maars said.
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Post by Maarschalk »

Also to Add on Question 2: the more credits you get for the contract also is part of your reputation equation Civilian rank wise.....The more credits you make faster the sooner you become a Legend...For military rank it is just missions completed and hostiles killed no matter how much credit you have, you can not buy your rank in the military.......;):cool:
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Post by Jack Dandy »

Thanks for the advice!

However, I thought you simply need to do a bunch of Navy+Energy contracts for a system rep shift...

I mean, my rep with the Rebels is like 30% and with Guild it's 50%.
Should I start actively hunting 'em down if I want to get a better rep?

[Edited on 5-7-2011 by Jack Dandy]
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Post by Marvin »

:cool: You're better off doing contracts for the Navy, Miners and Energy ... working to get each of them to 100%. By doing that, you automatically turn the Rebels and Guild against you ... which is what you want.
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Post by Jack Dandy »

No penalties for being on the good guy's side, then? :P