Amazing work

Tips, tactics, and general discussion for Evochron Legacy.
ChaosShadow00x
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Amazing work

Post by ChaosShadow00x »

I've kinda sat in the background and watched this game develop. I've tried it awhile back when it was Renegades, and i was impressed then. I just wanted to say that im extremely impressed with the development of the title. Mercenaries looks amazing and i look forward to trying it right away.

I'll probably end up with a handful of questions soon, but right away i'd just like to ask...

Is there a more "dynamic" progression to ships and equipment?

Thats the only thing that turned me off about Renegades, as it just felt linear, being that i knew what to expect out of a more expensive hull/weapon, and i realized that once i had what i wanted, i'd never upgrade it because there was nothing to upgrade to.

Example:

I want a really fast hull, and the cheaper hulls were always the lightest. There wasnt anything to upgrade to, since all the more expensive hulls were just heavier hulls.

Weapons were the same. The later ones hit harder, faster, and costed more energy.

I'm trying it either way, but i'm just wondering if a wider range of options was thrown in this release.

Thanks again, and i hope you continue the awesome work done here. Not many titles out that are as expansive as this one.
Siege
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Post by Siege »

hmm, not sure what to tell you on most of that, but i will say that you can speed up your ship a little using IDS multipliers, look in the key settings options on the final page and crank it up as high as it will go and you'll be speeding around in no time.
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Vice
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Post by Vice »

Is there a more "dynamic" progression to ships and equipment?
Yes, that was one of the goals of the new game's design.
Example:

I want a really fast hull, and the cheaper hulls were always the lightest. There wasnt anything to upgrade to, since all the more expensive hulls were just heavier hulls.
Quite a bit of variety is available and you can also offset their designs to make 'heavier' ships faster than many cheaper ship designs. Wing/thruster sets and engines can have a much greater impact on performance in this game (the range is a lot wider).
Weapons were the same. The later ones hit harder, faster, and costed more energy.
Now mixed. Some have kinetic effects, shield depletion, energy depletion, and they have unique ranges.
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warsign
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Post by warsign »

Mercenary is great title. Represents new rules of "space sim and trade simulations".
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DaveK
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Post by DaveK »

energy and shield depletion I can understand, but what do kinetics do? Rail guns fire solid projectiles at very high speeds to use kinetic energy to cause damage but aren't missiles! Do they slow targets down (and the point is? . . . ) - kinetic = movement

A couple of thoughts wrt upgrades - the variations you can build already are very wide ranging 10 engines plus 10 wings plus afterburner boosters - if there were to be (reverse engineered Vonari technology?) light and fast but strong hulls or fast, long range, powerful missiles, then that would simply become the new "top limit" and everyone would have them and combat would change but not necessarily for the better - a bit like inflation; I get higher wages but everything costs more!

A skilled pilot in a basic ship can take (not good at combat) me down in my shielded well armed ship. I have a chance to survive, if only long enough to flee! If I get super hulls and super missiles only better specced opponents will have a chance! On second thoughts though . . . :P:P:P:P:P
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Maarschalk
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Post by Maarschalk »

Yes, Kinetic missiles when it hits the enemy target it stops it right in its tracks followed by a leech hit imobilizes it completely followed by a lynx missiles takes its weapons down.....followed by lasers and cannons and 5 exodus missiles at close range destroyes your enemy no matter who or what they are.....except for Eclipse, he seems to have some kind of God mode...LOL...:P:P:P:P:P:P
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