What is Evochron? Introduction and Information...

Tips, tactics, and general discussion for Evochron Legacy.
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What is Evochron? Introduction and Information...

Post by Vice »

What is Evochron? And what is it not?

  I am occasionally asked questions like this, so I' thought I'd provide some answers here for those interested. This post will also provide some basic information and links to helpful resources about the game. The game's website also provides some additional information.
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Topic Quick Links:

1 - Gameplay
2 - Space Combat
3 - Building
4 - Miscellaneous Activities
5 - Gameplay Focus and Time Efficiency
6 - User Interface and Menus
7 - Navigation and Open Space Travel
8 - Heads-Up-Display and Combat Information Systems
9 - Interactive Universe
10 - Flight Simulation, Control, and Physics
11 - Unified Single Player and Multiplayer Gameplay and Save Game Architecture
12 - Open Direct IP and LAN Multiplayer
13 - Full Offline Single Player Support
14 - Customizability
15 - Evochron Legacy Demo
16 - What Evochron Is Not
17 - Future Support and Updates
18 - Distances and Velocities
19 - New Pilot Tips
20 - More Information and Resources


What Evochron Is
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1 - Gameplay
  Evochron is a tightly focused technical open world 'flight' space-sim with options and gameplay specifically geared toward that design objective. As a technical space flight simulation, the game focuses on what flying and managing a spacecraft as a lone-wolf pilot might be like in the future. Evochron is about space -flight- and what it might theoretically be like to fly a small to medium sized spacecraft in the distant future through sparsely populated systems in a large region of the galaxy. If something doesn't relate to the player being in control and flying their spacecraft nearly 100% of the time they play, it won't likely be in the game.

  Available activities include computer arranged mission/contract objectives (more details on specific objectives below), player arranged objectives, player selected ship configurations, custom weapon designing, equipment crafting, and many elements of environmental exploration, flight physics nuances, and interaction. Even activities done inside stations and on the surface of planets will often ultimately be linked to effects and benefits applied to the player's ship and their management of it. So you can think of the game as more of a space flight-sim that is focused on the pilot and their skills at flying, combat, navigating, trade, and exploring along with their ability to expand their ship's capabilities in those areas, rather than anything else. Evochron's focus is on the elements of piloting spacecraft and the complexities, challenges, and rewards that go along with it while exploring a vast 'seamless' style universe in which you can fly to and interact with planets, moons, asteroids, and nebula clouds you see around you. The focus is on the simulation aspect of managing a complex spacecraft in the realm of space.


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2 - Space Combat
  In conjunction with the space flight sim focus is combat. Evochron is also largely a space combat simulator, so you'll find much of its gameplay focuses on that objective as well. Since space combat inherently includes a player's ability to pilot their spacecraft, it has been given much of the gameplay focus. And that focus is done within the context of the game's detailed flight model and relatively complex control systems. So if you enjoy Newtonian style flight physics with complete six-way axis and rotation capabilities (6DOF with optional variable input controls) in addition to fairly complex weapon systems within the realm of space combat, then you may enjoy this game a lot. If you don't enjoy the challenge, complexity, and diversity such elements provide in the realm of space combat, this may not be the game for you.

  Complimenting the physics and control aspects of the game is an extensive array of additional unique elements to expand and specialize the ship you fly specifically for combat. Here is a list of some of the main categories, options, and items you can utilize for tactics and customizing your ship's design for combat with:

> Redirect Missiles in Flight - Missiles you fire stay connected to your ship's targeting system for selective redirection. If a ship you fire at is nearly destroyed and/or you want to prioritize attacking a different ship, you can change your current target with your missiles already in flight and they will be re-tasked to strike the new target you select. Likewise, if a hostile ship you have targeted is destroyed before your missiles reach it, your ship's targeting system and linked in-flight missiles will automatically switch to the next nearest hostile ship.

> Three Weapon Classes - Each with unique capabilities and optional applications. Particle Cannons for heavy impact damage and requires lead aiming. Beam Cannons for shield depletion and harmonized aiming at the speed of light. Secondaries include missiles, rockets, torpedoes, and rail cannon as well as some optional equipment.

> Modules - Devices mounted on a dedicated hardpoint to improve shielding, thruster performance, energy reserves, countermeasures against missiles, or reduce your ship's heat signature.

> Energy Cores - Directly improves power capacity for both energy weapons and shields.

> Hull Plating Types - Provides benefits in heat resistance, weapon resistance, repair efficiency, or weight reduction for improved agility.

> Armor Plating Layers - Improves protection against weapon impacts, both energy and missile based.

> Resistor Packs - Further improves protection against weapon impacts by diffusing delivered energy.

> Equipment - Several items can be installed on equipment hardpoints that improve the firing rate of your main cannons, provide additional charging power between shots, and supply more energy to shields as well as offer defensive benefits such as antimissile protection and automatic CM launching.

> Base Frame - The frame you start with can come with its own unique combat capabilities including agility, armor, energy reserves, and hardpoint capacities.

> Countermeasure Capacity - When selecting parameters for your ship (Frame Config menu), you can specify the number of countermeasures your ship is able to hold.

> Engine - Civilian ship designs allow you to install better engines for improved acceleration and top speed performance.

> Wing and Thruster Set - Civilian ship designs also allow you to select a wing and thruster combination to improve agility.

> Stealth Devices - Both a generator and a hardpoint installed device are available that can mask your ship from both visual and radar detection. One is reusable and depends on your ship's shield arrays to project a cloaking field while the other supplies its own cloaking field emitters, but is exhausted after one use and new ones must be installed for additional cloaking.

> 3D and 2D Radar Tracking of Targets - Two radar modes help provide an expanded perspective of the ships and objects around you. One is ideal for relative direction and basic range information while the other for more precise heading and distance.

> Comprehensive Target Tracking for Optimal Situational Awareness - Simultaneous HUD tracking of all targets in range with descriptions and threat levels. Visual tracking of such ships is provided in addition to a selected prioritized target.

> Advanced Missile Tracking and Evasion Systems - Missiles track the heat generated by your ship which can be monitored with a meter directly on the HUD to gauge your vulnerability at any given time. Counter-thermal defensive options are available to reduce your heat signature and make it more difficult for missiles to track you while using countermeasures. Individual arrows on the gunsight help indicate the direction and range of inbound missiles.


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3 - Building
  Another significant gameplay element is station and city building. The building system is primarily designed to be an option for facilitating the expansion of one of the two main faction's control in various regions of space. The focus is on building resource centers that can be used to equip, repair, reload, refuel, rearm, resupply, design (weapons and equipment), store ships/items, and bring in reinforcements. These benefits are a way to further a faction's cause in the large scope war effort condition presented in the game. So station and city structures primarily function more overall as forts rather than convenience stores. All station and city structures in the game, including default ones, are destructible and can be replaced by new ones built by the player. However, building can also be used to place important resource points in exploration if a player ventures out into uncharted space and/or wants to expand their faction's control in those areas as well. With the introduction of version 2.0418, stations can also optionally provide modest repeating payments to a player that builds a station command module or purchases a license from one. Here is a brief summary of some of the key benefits of building:

- Increase technology levels (expands inventories)
- Storage centers at new locations
- Shipyards at new locations (where ship availability is based on tech/econ level)
- Weapon and engineering labs (placement can determine availability of components)
- New trade locations to expand the available network
- New repair and resupply centers
- Territory expansion for faction (including eventual reinforcement support)
- Safe zone for any of the above (when built with weapon turrets)
- New contract availability points
- Deep space exploration support

  Building can also be used in other elements of gameplay. For one example, you scan the surface of a planet in sections, locate a hotspot with higher value materials, then build a city next to it where you can more easily mine and sell such valuable material more efficiently. And building in such a way can be done in conjunction with specific regions/sectors where such materials can be boosted further in value. Hence, building can also be combined with elements of item acquisition, planetary surface exploration, mining, trade/market considerations, and resource management.

  Building also includes deploying optional temporary structures, which are designed to operate for short periods of time with their own temporary power supplies to sustain their operation for just the immediate session, location, and deployment. They will only remain present as long as a link to a/the player is maintained and/or they complete their operation. Such deployable structures include a mining probe, hangar/repair/sensor stations, fuel processor, shield array, and jump caster.


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4 - Miscellaneous Activities
  Within the primary space flight simulation framework are numerous gameplay options and activities available to the player. These include racing, spying, mining, trading, commodity shipping, escorting, combat (both in civilian space and military war zones), exploring (shipwrecks, data drives, discovering new uncharted systems, etc), asteroid clearing, solar equipment cleaning, emergency distress call response, equipment crafting, weapon crafting, crew management, station/city building, and ship designing. There are many ways to make money and advance in the game within the main context of space flight simulation.

  Some contract types and activities only become available once your ship has the needed equipment and/or you travel to certain locations with specific environmental features or territorial conditions. For some examples, military spacecraft are only available in war zones, embargo enforcement (intercepting smuggler) contracts are only available once you have a cargo scanner installed on your ship, satellite placement contracts are only available on planets, long range scanning objectives are only available when a deploy constructor is installed on your ship, meteor intercept distress calls are only available in sectors that have asteroid fields near planets, ship repair distress calls will only be available when you have a repair beam installed on your ship, and more. So as you branch out and achieve/acquire/travel more in the game's universe, new gameplay options and opportunities can become available.


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5 - Gameplay Focus and Time Efficiency
  Evochron is designed to be a 'get-to-the-point' space flight simulation and combat game. Contracts/jobs/missions are available in one common menu (within the inventory console), they can be reviewed and selected with just a few clicks. Many of the objectives are designed to be local and quick to access. So you won't have to walk around on foot, travel through a slow docking procedure, or shuffle through layers of menus/lists to get to available objectives. Availability is immediate and waypoint accessibility kept in close proximity (in the same sector for local contracts). For players interested in more long-range objectives, there are also optional delivery, recovery, exploration/scanning, and incursion response objectives requiring travel to other sectors/systems. Long distance travelling in the game is also managed via point-to-point jump drives and a network of jump gates for quicker access. The building mechanisms also provide the option to construct 'jump casters' for long distance, one way trips.


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6 - User Interface and Menus
  The user interface and menus are designed with a similar 'get-to-the-point' approach of efficiency and accessibility. Menus generally have all important functions available in one layer, rather than having to toggle through different levels of menu trees to get to important options. This does mean that there can be a lot of information and buttons on each menu display, but as you learn where things are, you'll likely find the fast one-click access to important options handy. Everything is also labelled and marked with clear click range frames so you can read text descriptions of what to click on and also know where to click.

  UI elements are also designed for the PC exclusively, so they include full mouse support for selecting options. The game features a toggle-free user interface utilizing direct point-n-click selection. Menu systems are designed to avoid repetitive 'highlight' toggling and excessive layering that slows down the selection process, obfuscates it, or hides common options under menu trees. Instead, options are generally available in one menu and directly selectable via mouse pointer. So you won't find a menu, or even parts of a menu, with options that require navigating with repetitive key or button presses... virtually everything in any menu is selectable via the mouse. And also within one or two clicks. So if you see an option on a menu, you can point to it directly with the mouse and select it. You don't have to toggle using arrow keys to move a highlight bar around until you eventually get to the option you want. Just point and click.


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7 - Navigation and Open Space Travel
  Evochron incorporates a full precision open space 3D navigation system with custom waypoint selection. Instead of forcing navigation through required 'doorways' (stars, gates, etc) for restricted travel routes to star systems, Evochron's navigation system uses variable and adjustable nav points for travel, contract waypoints, and object locations on a unified map interface. This lets you as the player precisely select where to go and what route to take for any location in space displayed on the nav map. You set the nav/jump point and can then travel exactly there. You also don't have to manage two separate menus for available objects-of-interest, everything is kept in a single nav map console menu that provides precise custom destination point selection. For example, if you want to arrive to the right side of a station, you can set a waypoint directly there, then engage the autopilot or jump drive to arrive exactly there (or optionally fly there manually at your own pace).

  The game's nav system also lets you store and retrieve custom points of interest, rather than being limited to only pre-generated static points of interest in a menu list. For example, if you find a hidden shipwreck or storage container, you can set a nav point to its location and then save it in your nav map log for future reference. Then if/when you want to return to that location, you can right click on its icon (or select it from the map log list) to quickly plot a nav point back to it.

  In conjunction with the precision navigation system is the point-to-point jump drive. Following the design goal objective of 'get to the point' gameplay, the jump drive system in the game features a space folding point-to-point travel approach. This lets you quickly set a precise point to jump to without long wait times, risking a fly-by and missing your destination, or arriving only in the general area. Multiple jumps can still be required for certain long-distance routes to provide a moderate sense of scale, but getting from one station to another in the same system can take just a few seconds. Optional jump gates and custom jump casters are also available for long range travel for convenience.


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8 - Heads-Up-Display and Combat Information Systems
  The game's display systems have been designed with gunsight focused information presentation in true combat fighter aircraft fashion, including the current target indicator which provides details to the player without them having to look away at a separate display. As much information as feasible is displayed on the central HUD gunsight and directly on the target being tracked. The reason this is done is basically the same as it is for modern jet fighters, keeping the pilot's visual focus in the smallest region possible for the most efficient rate of gathering and processing information.

  None of the primary target's shield array, threat level, hull damage, or overall velocity information requires the player to look away at the side of the screen, in a corner, or on a separate display. Likewise with much of the player's ship status information. This is one of the design goals of Evochron's combat display systems. In any combat gameplay scenario where the focus is putting a target near the middle of the screen for attacks, it's important to never force the player to have to look away from that focal point to retrieve important information about their flight conditions and ship/weapon status.


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9 - Interactive Universe
  The game's design also sets out to provide realistic environment interaction far beyond the genre's typical 'background wallpaper' or 'view only' approaches. Nebula clouds, asteroid fields, planet atmospheres, moons, and more all provide unique options for shelter and strategy. Such environment elements include changes in gravity, fuel consumption, physics, sensor range, and visibility. When you see a planet come into view, it's an object you can access and land on, rather than just being a wallpaper image or a giant 'space mine' that destroys you if you dare get to close. If the basic idea of travelling to a distant world by flying there manually in a ship that you have selected and configured, descending into its atmosphere, then watching a sunrise on its surface does not appeal to you, then this may not be the game for you.

  Reachable objects in the game's universe are also available without interrupting cut scene transitions or separate 'sharded' modes within the game's universe. In multiplayer for example, players remain in the same consistent universe whether they are on a planet, in a nebula cloud, in a gas giant, near a star, in an asteroid cave, or in open space. This means players can chase each other or be chased by AI ships consistently when going from open space to a planet and vice versa in the game's universe.
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www.starwraith.com | www.spacecombat.org
3D Space Flight and Combat Simulations
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Re: What is Evochron? Introduction and Information Part 2...

Post by Vice »

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10 - Flight Simulation, Control, and Physics
  Evochron supports keyboard, mouse, gamepad, and joystick flight control with dedicated modes designed for each input system. Evochron's Global Control System (GCS) aims to provide consistent control behavior regardless of the input device being used by adapting signals from the selected device to a unified flight control architecture. Evochron's flight control system also supports up to 10 simultaneous control devices for more advanced HOTAS, rudder, and control panel capabilities.

  The game features a realistic zero gravity inertia based 'Newtonian' style flight model including complete 3 axis rotation and 3 axis direction control with optional variable input. An advanced inertial dampening system helps keep flight control simple in space, planetary atmospheres, and gravity fields. Physics systems also take into account mass (including additions for cargo), thrust, and vector calculations. The inertial dampening system (referred to as the IDS) auto-centers rotations with input as well as tapers both rotation and velocity ranges to stay within a specific performance envelope for each ship and its configuration. The IDS provides all of these capabilities for more manageable flight characteristics.

  Each ship has its own unique performance envelope for inertial dampening management (it's why the limits and values are different between different ships and engines/thrusters). Speed and rotation caps are applied in IDS 'X' and 'Inertial' modes by the ship's flight systems to maintain more feasible agility with control input response, preserve fuel, and for safety so the ship doesn't spin apart (or g-loc the pilot for that matter) nor allow velocity to exceed the maneuverability performance envelope of the ship being flown. As a result, the ship will hold a set maximum rotation rate when a full control input is applied and will also gradually start to decrease its rate of acceleration as it nears its envelope limits (generally only when the IDS scale level is set higher for a broader velocity range). This may seem like a form of 'drag', but it is simply the IDS keeping the ship's movement controllable and within certain margins for nearly all space flight scenarios in its default 'X' scaling modes. If the IDS is set to 'Inertial' while the ship is moving, it will continue to drift freely as expected in a zero-gravity vacuum environment, correctly free of drag. Rotation caps and centering as well as velocity tapering still apply. If the IDS is set to 'Off', then the player will have full manual control of all rotation thrusters and will need to self-limit and self-center all rotations. It's not a reasonable means of control and hence isn't part of the default intended framework of control systems the game has. But the option is available if a player wants to toy around with it for a bit.

  If a player wants to fly faster than the main engine's velocity dampening limit, they can install a cruise drive, which will bypass that system for its own much more powerful propulsion system (with a much higher rate of acceleration and sustained velocity and without requiring or being limited by fuel). It generates a warp field that allows flying at up to around 10X the speed with much faster acceleration and a much higher maximum speed (way beyond the IDS tapering limit of the main engines). It's not very practical for maneuvering due to its extreme speed, but like the rotation system, it's an option available for those that want to try it out.

  Lastly, the physics system can be bypassed entirely for an even faster rate of speed with the space-folding jump drives referred to earlier which move the ship at faster than light speed by generating wormholes to fly from one point in space to another.

Atmospheres and Gravity
  While Evochron is primarily a space flight simulation, it also includes elements of gravitational and atmospheric flight simulation. The game sets out to simulate what piloting a future spacecraft would be like using hypothetical control systems, rather than attempting to emulate modern aircraft, including when in atmospheres. So gamers coming from a more traditional flight simulation background will likely encounter effects and control behavior that is significantly different compared to what they might be familiar with. Spacecraft in Evochron have computer assisted flight systems designed to give the pilot a consistent and predictable level of control, even in environments where flight conditions are impacted by outside forces such as gravity and wind. As a result, the spacecraft in Evochron do not behave as airplanes do today. They don't have control surfaces such as ailerons, rudders, or elevators. Such control surfaces would not be consistent in different atmospheric densities anyway (or even very useful at all in many). Instead, the spacecraft flight systems in Evochron are entirely controlled by thrusters. These thrusters are powerful enough to compensate for a variety of different factors and can be automatically adjusted for different atmospheric conditions for more consistent and predictable control input response for the pilot. They can hold a ship in place relative to a gravitational pull (such as from a star, hindering the accelerative effect of a gravity field) and also help counter wind. A moderate directional wind or gravitational pull will have little to no effect on a player's ship (a slight drift may be noticeable when hovering over terrain, but it will be very minimal). The ship's control systems work to keep it where the pilot puts it and counter outside effects that would otherwise cause the spacecraft to drift/rotate at much greater levels. However, one exception to this capability can be sudden bursts of powerful wind at such strong levels, the ship's thruster system can't compensate for them. These wind bursts can come from just about any direction and have a variety of pitch/yaw effects when they strike your ship. It's generally not very predictable and is similar to a ball (spacecraft enclosed in spherical shield arrays) being thrown about by random wind gusts. So some high wind gusts will have an effect and the player may need to compensate for them or use the autopilot if they want to fly in a more consistent direction.

Atmospheric Drag, Lift, and Landing
  The spacecraft in Evochron need at least some forward momentum to generate a slight lift factor for stable flight. Otherwise, they'll fall/roll/spin with only nav thrusters active to try and prevent excessively rapid descents and terrain impacts. Spinning will eventually stop as the ship stabilizes in more of a direct dive orientation. Some ships are powerful enough to hover and build altitude under certain conditions, but it is not a very practical means of stationary holding. The spaceships in this game generally need to move until landed or near ground effect. Hence, there is a warning about continually moving when entering an atmosphere. Hovering in ground effect is possible though with any ship and once velocity is near 0, the player can drop their ship further with vertical thrusters to automatically extend the landing array and park on a planet's terrain. During higher altitude flight, if forward velocity falls low enough (indicated by the FVL indicator), gravity will have more of an effect on the ship and the GVL indicator will increase in value. As FVL increases, GVL will decrease as the counteracting effect of lift offsets the effect gravity imparts on the ship. These velocities are indicated separately for a complete picture of the effect of outside forces on the ship in all six directions with gravity's effect shown independently. The six main directional velocity indicators are ship specific values that are independent of any outside factors while the gravity indicator shows what kind of offset is occurring relative to the direction of the nearest gravitational object.

  It is possible to hover at higher altitude by putting the ship's most powerful thrusters (the main engines) in the direction needed to sustain counteracting gravity. This involves pitching the nose up to around 90 degrees, cobra maneuver style, with the engines facing the source of gravity (terrain), then bringing the FVL down close to the GVL with the IDS on. This type of maneuver will generally require good weather/no wind. But overall, it's far more practical to simply fly the ship normally. The flight system is designed to help make the process of managing a spacecraft in an atmosphere more manageable by selectable speed levels rather than force/acceleration factors since it takes care of all directional thrust/acceleration elements automatically so that the pilot can manage things by just selecting the speeds they want. This helps ease the burden on the pilot by not having to manually manage factors like thruster on/off durations, counter-thrusters, exceeding g-loc and ship limits, etc.

Skill-Based Flight Precision Elements
  Another design objective of mine is to require a relatively higher level of player involvement and skill in the process of docking, landing, and/or navigating that involve certain structures in the game. I'm not a fan of over-simplified pathway options in flight and space simulations as it's too much of an arcade-ish reduction in gameplay to me. If there's less challenge and/or risk, then there is less reward in the end because you didn't really have to do much. If flying is the focus with a moderate degree of skill reward, then there should at least be some degree of planning ahead (dialing in a heading for example), plotting a route through visual and/or instrument cues, then flying a precise course (at least somewhat). This is why there are five entrance gates into each space station rather than just a wide-open zone, jump gates requiring a level of alignment via flight course calibration, carriers with a covered entrance/hangar, and above ground city docking pads requiring a flight approach. It's a goal I have in general to keep things at a level where the player often needs to plan ahead and fly a specific course somewhat precisely to achieve landing, docking, or pass through. Open space is open enough with plenty of room for flying any route a player may want, so at least when it comes to landing/docking points and navigating around either man-made structures or objects in space, there can at least be a moderate degree of required player-controlled precision skill involved. Some that might even take some practice to master.


11 - Unified Single Player and Multiplayer Gameplay and Save Game Architecture
  Most options in the game are designed to function in the same ways and provide the same gameplay in both single player and multiplayer. What players can do in single player is generally the same in multiplayer and what they earn can be carried over from one to the other without having to start over. So for example, if a player acquires a new ship in multiplayer, they can keep it and take it with them when switching over to single player. This provides options that aren't generally found in the genre, such as a pilot getting lost in deep space in single player being able to connect in multiplayer for rescue by another player.

  Even the game's multiplayer system has been designed to behave much like the single player mode to achieve this level of interchangeability and gameplay consistency. The multiplayer mode simply incorporates human piloted ships where there would otherwise be computer controlled ships along with other, more minor differences. The game handles the adaptation of various gameplay and ship systems for multiplayer internally by managing gamestate, sharing status/condition data, and establishing available options between players. A 'flight lead' role is assigned when needed to a player by the multiplayer system to help synchronize to and manage various elements for other nearby players and such connections/interlinking can be done throughout the game's universe as needed wherever players might group together. Players can choose to play for a different faction while in multiplayer without their actions impacting the territory and build conditions of the universe they play in while in single player.

  For both modes, when you save your progress, it's stored in a save game that can be played in either mode. Only the universe you play in (built structures, territory control status, economy status, stored items, etc) is unique to the mode you play in (and in the case of multiplayer, also the server you play on). Your ship, ranking, wealth, equipment, weapons, and onboard cargo are preserved for both gameplay modes, so you don't have to give up what you've earned when switching to a different mode. You can load what you've earned in either mode.

  To help preserve progress in the game, respawn points can be set by players, selected by when/where they choose to save. And there are no 'perma-death' or forced costs for restoration of the player's ship, wealth, or equipment (only a low fee for cargo restoration may apply under certain conditions in multiplayer). So if a player is destroyed, they can respawn at their last selected save point and completely restore their ship, wealth, and equipment. This allows the player to have a measure of tactical control over their level of risk when formulating gameplay decisions. It also allows players to freely engage in PvP combat in multiplayer without the risk of losing what they earn in these areas, which can help to reduce the effects of unwanted griefing or interference from other players. The game's multiplayer system also does not require involvement in a public environment for those interested in only playing with people they know (more details below).


12 - Open Direct IP and LAN Multiplayer
  Evochron's multiplayer system is 'open', meaning that anyone can run a server to host multiplayer sessions with. A server program is included with the game for those interested in hosting a multiplayer session. The benefits of Evochron's multiplayer system include the ability to play the game privately without any dependency on outside internet servers. Players can set up multiplayer servers using either direct IP or LAN for private gameplay with friends and family they know and enjoy playing with. There is no requirement to play publically among anonymous players nor have multiplayer elements be interdependent with such players. The game can also be played exclusively offline in single player without the need to check in with an internet server. So there are no online account or login dependencies for those using the direct download version of the game and multiplayer is managed directly by players.


13 - Full Offline Single Player Support
  Evochron is offline single player capable. Everything the game needs to launch and play is kept local to your computer. So you can play the game entirely offline in its single player mode if you want to. There are no online account dependencies for gameplay for the direct download version of the game. Obviously, if you purchase the game through a reseller that uses an online account system, your copy of the game will be linked to your account with that service. For the game itself though (direct download version not linked to a reseller/store account system), you can play entirely offline on a compatible desktop/laptop that doesn't even have internet access, if/when you want to.


14 - Customizability
  Evochron Legacy SE is a highly customizable game. Many visual details and gameplay options are adjustable to provide players a way to customize their experience. Directly within the game, the player can adjust the HUD/display colors and a number of visual effects to accommodate their preferences as well as their system's performance. For those who want to go farther, a simple file and folder system allows for importing custom media for a variety of graphical elements in the game (details at the link below for the customizing kit). Over the years, a number of gameplay features and options have also been added based on feedback from players. Some of those features and options fit well with the game's intended design, but could have potentially negative effects on the enjoyability of the game for some players. So rather than forcing such changes and additions on every player, they were often made optional and/or changeable. Examples include docking violation fees, changeable faction affiliations, station attacks by hostile AI forces, simulated price fluctuations, simulated territory control level shifts, and simulated technology/economy level changes. Players can choose to have such elements be a part of the gameplay universe they fly in, or selectively change such parameters for conditions they might prefer. For those that might want to take things even farther, a dedicated sandbox mode is available for quick access to in-game resources, equipment, commodities, weapons, locations, and credits.


15 - Evochron Legacy Demo
  One of the options for checking out Evochron is the demo. I provide a free demo for you to try before you commit to buying the game. Why? Because I want the same option myself when I'm considering buying a game. A demo helps eliminate potential compatibility related issues, insures the game plays well on a system, and lets you sample the game to see if it's the kind of thing you'd actually enjoy. All before you pay a penny for it. I believe the game is good enough, for those interested in such a game, to present itself before you've paid any money for it. If you find the game doesn't offer want you want or expect, great, then you aren't out any money for it and you can move on to something else that might interest you. If you do find the game offers what you want/expect, great, it's available and you've confirmed in sample form that it runs the way you want and plays the way you want before you've paid anything for it. And in that case, it will probably make a nice addition to your space-sim library.
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3D Space Flight and Combat Simulations
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Re: What is Evochron? Introduction and Information Part 3...

Post by Vice »

16 - What Evochron Is Not
Gameplay
  Since Evochron is a freeform sandbox game, it is not a narrative based game. This means that it's up to you as the player to choose the path of gameplay for success or failure. Not just in a pathway and not just in a fixed set of story plot points. But in almost every facet of gameplay, the choice is up to you as to when, where, and why. Some gamers like this approach, some do not. The game's intended design is one of a space combat flight simulation first with many individual smaller activities to perform as part of an overall freeform sandbox structure. If you expect the game to guide you every step of the way to make up a story for you or tell you a story, you should probably look elsewhere for a different space game. If you are looking for a game that gives you a framework from which you can develop your own sequence of events based on your choices, performance, interests, and abilities, while also discovering how and where to do new things largely on your own, then this might be a game for you.

Guidance, Confines, and Freedom
  Evochron is not designed to be a game of explicit guidance nor one with restrictive confines of available choices. One of my goals for Evochron is to tell the player what to do as little as practically possible and instead, give them a wide array of available options to allow them to come up with their own objectives, discoveries, and ‘game plan’. Hence, Evochron is light on handholding and heavy on personal decision freedom. While some games may treat the player as nothing more than a drone following directions to complete static objectives by boxing in their movements, time, order, and/or methods, Evochron instead presents freely selectable objectives in a less linear format that leaves more up to the player as to the paths, techniques, sequences, and timing of completion. This way, the player can accept or reject whatever level of restriction they want applied to their objectives based on what they choose, where they choose it, what it consists of, and whether or not they want those parameters established under a contract or something they set up themselves for even more customizable conditions. Many contracts are local, keeping things nearby and easier/quicker to access. Some contracts are long range and span multiple star systems. Other objectives can be formulated by the player directly and can be managed by selections in ship design (ie trade/combat), travel (ie civilian vs military options), opportunities (responding to distress calls/defenses, pirating, resource harvesting, exploring for lost valuables, etc), or custom build operations.

  Evochron is not a 'jump right in and play' kind of game. While some players may consider the training lengthy (and it needs to be even at a basic level considering the depth and options available in the game), it is designed to merely provide the fundamentals to get you started. A lot is left for you to figure out on your own through the course of gameplay. For some space-sim fans, leaving more discovery, method, path, technique, and timing elements in the hands of the player can provide a greater sense of accomplishment and reward in the end, which is one of the main design goals of Evochron. Always telling the player where to go, what to do, and how to do it detracts from the spontaneity, reward, lone-wolf survival, and self-reliance elements the game attempts to promote. In a sense, you are being thrown into the deep end of the proverbial pool with sufficient, but few instructions as to how to stay afloat, rather than being left in the shallow end of the pool with two arm floaties and an inflatable sea-horse with 'swim here' arrows all around. It is a much broader sink or swim prospect with Evochron than may be typically found in other games. Evochron will expect the player to become an avid open water free-swimmer and not just remain a shallow-end treader being told what to do all the time.

Outside Space Flight Simulation
  Since Evochron is a focused space flight simulation game, it is not a people sim, alien sim, farming sim, business sim, political sim, industrial sim, nor is it an FPS (walking a 'character' person around), RPG, or RTS. The game simulates controlling machines (not people), so all player-controlled entities in the game are pilotable/drivable machines, mostly spacecraft with a few limited options for planetary terrain travel via rovers and mechanized walkers. While the game includes building elements, such options aren't designed to provide corporation/business type benefits. Stations and cities are not primarily small convenience stores players plant from which they will profit. Instead, they are more of a for profit installation and supply depot designed to benefit their faction as a collective whole in the effort to conquer the opposing faction. A big part of the game's intended design is to avoid automated money generators that lack active gameplay on the part of the player. So being able to just sit and let the game run by itself to generate money is specifically minimized. Earning money in the game generally requires actions on the player's part without providing non-gameplay residuals by design. This approach is true of many available options. Some automated options are available, such as mining probes, single player fleet ships, and station license payments. But the net result often still offers the most profitable option(s) with active gameplay on the player's part. As mentioned above and with the introduction of version 2.0418, stations can also optionally provide modest repeating payments to a player that builds a station command module or purchases a license from one. The payments are optional and frequency adjustable while also requiring the player to be in their ship before the timing mechanisms will apply credit toward payments.

Capital Ship Simulation
  Evochron is not a capital ship simulator. So owning, flying, or managing capital ships is not part of the gameplay equation. There are several reasons for this including the game's intended focus on space flight simulation of small to medium sized ships. There have been discussions over the years in consideration of integrating some form of control/management of capital ships, but the results of those discussions have reinforced the decision not to implement such ideas into the game. One reason is the frequently stated expectation that capital ships must be something bigger and grander than just having them for the sake of flying them. For example, they also need to function as small ship ferry tugs, cargo haulers, storage bases, station assault platforms, repair/service centers, crew simulators, modular/piece construction systems, etc... just to list a few capabilities. And once things start to go in those directions, it ventures way outside of what I wanted Evochron to be. Capital ships (as defined in the discussions referred to earlier and elsewhere) generally involve large numbers of crews managing many complex systems while slowly flying and maneuvering... all qualities/requirements of which place such a concept outside of the scope of what I've wanted Evochron to be. So over the course of the series' history since 2005, capital ships have been left out of the player-controlled elements of gameplay.

  Capital ships aren't entirely out of the realm of gameplay involvement, but they serve more as facilitators of options and support to the player. For example, they provide reinforcement and repair support at waypoints involving combat objectives as well as receive delivery items such as commodities and satellites.

Overall Design, Technology, and Development
  I don't make mainstream games. By most accounts, SW3DG titles are 'niche' games with a particular focus on their approach to gameplay, options, graphics, and sound. I'm an indie developer with a limited budget, limited development resources, and limited time. I don't set out to make games for everyone and I don't want to. I make games that I enjoy creating, supporting, and playing. And what I make will not appeal to everyone, maybe not even most. So it's helpful to read about the game and try the free demo to learn about what it offers to see if it's a good fit for you before you buy it. That will hopefully help make sure you don't spend money on something you won't enjoy.

  Another goal of mine is to make games that run well on a wide variety of systems, not just the latest. As such, I generally always work with older, established rendering technology that runs very efficiently on a wide range of GPU's, doesn't depend on third party closed/captive technologies (that often eventually get deprecated anyway), minimizes post-processing, and is designed to emulate later techniques using more traditional shader/rendering methods to reduce performance reductions and compromises.


17 - Future Support and Updates
  Evochron Legacy was technically 'finished' in 2018. However, I've remained interested in continuing to update and support the game in the years since for the joy and challenge of working on the project. The 'SE' edition (launched in 2021) is a continuation of the game's development to introduce some new technology/options and there have been many updates since. I've enjoyed the development work and supporting the game. How long the game will be supported and receive updates is unknown. Funding and time availability are considerations and while the game is (as of this writing) currently able to pay for its upkeep/support costs, that may not always be the case. Evochron Legacy SE is not a live service game or MMO. There are no micro-transactions, charges for in-game items, seasonal charges, or subscription fees. It is a small budget indie game sold for one low price that includes everything the game has to offer. It just happens to be a game that, for the time being, includes indefinite support since I enjoy working on it and its costs have been covered. If funding falls low enough and/or I need to devote my work time in a different direction, it may no longer be feasible to spend time on it. As a result, development/updates may stop at any point, so that is just something to be aware of.

  If/when the game is no longer updated, it should hopefully remain playable for the foreseeable future unless what it depends on to function is removed from the Windows operating system. As for future Evochron games, I currently don't have plans to do another solo Evochron game with this kind of scope in the future, this was the last one I intended to make on this scale.


18 - Distances and Velocities
  Here is an overview of the velocity and distance factors used in the game, which are all metric based. Most values are in meters, however velocities use decimeter values for higher precision while in-sector coordinates use decameter values so they are more manageable in the navigation console. Here is the overview:

Velocity = Decimeters (meters X 10) for higher precision, so 1000 indicated is 100 meters per second
In-Sector Coordinates = Decameters (meters / 10) so 100 in-sector coordinate units (CU) equals 1000 meters
Navigation Marker Range = Meters (so 1000 meters indicated range = 100 decameters in-sector coordinate distance)
Target MFD and Indicator Ranges = Meters
Radar/Sensor Ranges = Meters

  The 1/10 decameter values are used for in-sector coordinates (nav map) to help keep things a little more manageable for manual entry and visual reference, rather than have to sort through million level values. The 10X decimeter values are used for velocities for higher precision.


19 - New Pilot Tips - Completing Your First Contracts
  This section offers some tips for some of the first objectives early in the game, including mining and solar array panel cleaning. As these are some of the first 'jobs' you'll likely encounter as a new player, here are some important tips on these objectives to help get you started:

Mining - Asteroids and Planets
  One of the first challenges a new player may run into is not being able to recover material from asteroids. The most common reason for this is not being close enough to the asteroid. New players often fear hitting an asteroid and causing damage to their ship. But your spacecraft will protect you as long as you keep your speed relatively low, so you can safely approach an asteroid at very close distances and even accidently bump into it without damaging your ship (your ship's shield arrays will protect you). Then activate the mining beam and make sure it is set to full power. You can press the Alt-B key combination to lock the beam on at full strength. If you aren't recovering anything from an asteroid, it generally means you aren't close enough. Get within 100-120 or so of the asteroid, then mine. If you don't see sparks flying off the asteroid when the beam is fully active, then you aren't close enough to mine it.

  The same is true for planets, but they are somewhat easier since you can hover over terrain and have the mining beam automatically direct toward the ground below you. You simply need to be close enough to the ground for the beam to reach the terrain.

  During the interactive training in the game, you will observe being able to scan an asteroid to determine its contents. But as the tutorial points out, you can only scan the contents of an asteroid once you have acquired a target scanner (which it provides for you during training so you can see how it works). Until you have installed a target scanner yourself, you won't be able to scan an asteroid for its contents. Until such time as you acquire a target scanner, you'll have to sort through the material the old fashioned way and more often discard what you don't want while keeping what you do want and trying different asteroids to find higher percentages of desired materials.

Cleaning Solar Panels
  Cleaning solar panel arrays is meant to be a little challenging and requires a little more attention to detail than it may seem to at first. Players who rush into it thinking they can just skimp and hurry through the job for a quick buck will often find they will fail. Instead, careful application of the beam over the surface of each panel is needed to provide enough time to properly clean each one. If you rush through it, you may leave a panel nearly clean, but not enough to be paid for the work. Spend the time to align your ship properly and leave sufficient time for the beam to fully clean each panel... even the material you may not be able to see very well with your eye.



20 - Evochron Legacy More Information and Resources

- Here are some important links to other useful resources:
Features of Evochron Legacy: https://www.starwraith.com/evochronlegacy/about.htm
Frequently Asked Questions and Basic Support Issues: https://www.starwraith.com/evochronlegacy/faq.htm
Instructions for Evochron Legacy: https://www.starwraith.com/evochronlega ... readme.htm
Differences Between Evochron Legacy and Evochron Mercenary (Plus Development/Design Information): https://www.starwraith.com/evochronlega ... opment.htm
Evochron Legacy Customizing kit: https://www.starwraith.com/evochronlega ... readme.htm
Flight Control Systems and Global Control System (GCS): https://www.starwraith.com/forum/viewtopic.php?p=57450
Particle Gunfire Physics Information: https://www.starwraith.com/forum/viewto ... 27&t=13010
Guidelines for Requests and Suggestions: https://www.starwraith.com/forum/viewto ... 27&t=12072
Save Data Files and Information: https://www.starwraith.com/forum/viewto ... =26&t=3433
Crash Causes and Solutions: https://www.starwraith.com/forum/viewto ... =26&t=6595

- Training Videos:
Navigation Console:


Build Console:


Ship Control and Physics:


Space Combat, Weapon Systems, and Target Tracking Systems:
StarWraith 3D Games
www.starwraith.com | www.spacecombat.org
3D Space Flight and Combat Simulations