New Frames & Inventory Console Features

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

From post: 108419, Topic: tid=7616, author=MMaggio wrote:Uh, sorry Marvin but I kinda have to go along with Jack on that last point.
I too think MapMan's & Atollski's programs are a form of cheating.
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I agree with aspects of each of you;

The in-game nav system/ exploration needs a boost (suggestions of hints have been quite popular, as have twinkly stars to show the closer ones)

MapMan's and Atollski's programs are pretty different; they do repair the in game nav system system but have a few issues of their own.

If MapMan could or would release the version of Evometrics mentioned by SeeJay a few months ago - one that would run wholly on our PC's (ie with the location info built in rather than getting it from the web) it would compliment Atollski's MapLog perfectly. We could choose to have just the charted systems or the whole lot depending on what we want to get out of the game. It would really need the facility to add newly discovered systems manually, like MapLog does for those who want to start with a the stripped down set of maps.

You can start MapLog with no data in at all and fill it with your own explorations - this is what Atollski originally intended (hence the name). I doubt if anyone does start to use it blank, but that's more comment on our inability to resist temptation than a weakness in the program. Anyway a full Evoverse charted map sytem is available within the Nav Screen! :D

I decided that in 24th Century it wouldn't be unreasonable to have the equivalent of a set of OS Maps (UK) or Michelin Maps(Europe) available so I deleted all the uncharted systems from the MapLog database that is available on SeeJay's site - result is I can explore for new systems without what I consider to be cheating, but also use the program to make setting waypoints easier - even across several systems. SeeJay hosts my version of the database on his site if you want it. The triangulation option (once you get your head around it) also helps exploration :)

The technology that MapMan and Atollski simulate fits in well with the technology level in Evochron.

MapMan's program at the moment has everyone's discoveries in it and is automatically updated. Great for seeing the details of known systems, hard to ignore discovered systems (the blue dots show roughly where to look) I love the tracker facility - it helps my feeling of immersion in the Evoverse and I would be sorry to lose it.

I'm not sure that I go along with the view that the facilities should have been built in - many people have said that Evochron would benefit greatly from a more comprehensive fan-based modding system, quoting all sorts of extras and addons and quests that have been written for other games. Presumably no one is saying that all these goody extras should have been or should then be built into the game! They are after all extras.

IMHO a version of Evometrics that comes with the charted universe and the ability to add newly discovered systems would not be cheating, would fit in with the technology level and wouldn't be unreasonable for the 24th century.

Using MapLog with the charted system info only (adding your discoveries as you find them) and as a piece of technology to easily plan your journeys and triangulate to find new systems then I feel that it is not cheating and again, is reasonable tech for the Evoverse.

If they could be built in, great!. If a tracker could be built into the game - great, as long as the map stays open between jumps - at present it defaults back to the main nav map and you can't get a map of where you are within a system.

Having said all this, I have a two monitor system with evometrics and maplog open on one screen and the main game on the other, and I can see that single monitor setups would find using external programs more awkward :(
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Post by Jack Dandy »

What I meant faction-wise was how the Navy can love you in one system, but hate you in the other, even when they all belong to the same governing body. Doesn't make much sense to me.

And I swear that "escort" thing happened! Might have been a bug... or maybe there was another hostile capital ship in the contract's vicinity. Ah well. :P
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Post by Dingo »

From post: 108429, Topic: tid=7616, author=Jack Dandy wrote:What I meant faction-wise was how the Navy can love you in one system, but hate you in the other, even when they all belong to the same governing body. Doesn't make much sense to me.. :P
Think of it as some systems have higher security clearance levels.
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Post by DaveK »

It would be nice if when you are doing an official contract, that the Navy, at least, left you alone! Theyt are after, the nearest to the police a system has and if you are OK enough to be given a contract you shoud be OK enough to be allowed to complete it (or is it like the 70's TV programme "Alias Smith & Jones"?) :P:P
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Post by Marvin »

:cool: There are different navies. And, in disputed territory, both (or more) navies can be present.

:cool: MMaggio, I was going to suggest that, before you say it's cheating to use Atollski's program (I dont' use MapMan's because Atoll's can be used in-game), until another post reminded me that you can download a complete set of uncharted systems from SeeJay's website. In that sense, it is cheating. But the program, itself, is not ... when you start from an empty database and do the exloring yourself. It's not a cheat. And it's not easy.
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Post by Commander Wilmot »

I am wondering if the sunrage/sunrail cannon from the original SW series of games could make a reappearance in Mercenary or a later game. The Sunrail is currently a vampiric cannon, which is fine with me. But I would like to see a rapid-fire cannon like the original Sunrage appear. My thought is that it would be dual cannon system like the rest of the cannons, but instead of firing two shots each time the cannon system is fired once, it would fire a four shot burst from each of the cannon(s?). Proposed Stats: damage: 25-50 (x4) cycle rate: 120-140 range: 600.
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Post by Commander Wilmot »

I was also wondering if there is some way that you could refuel planetside, maybe by landing on the water planetside. Perhaps the fuel converter and mining beam combination would be used to convert water to hydrogen.
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Post by MMaggio »

I believe the fasting firing weapon seems to be the Maxim-R in Mercenaries.
You can refuel planetside at any dock available.
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Post by Wazubaba »

I would like to see the hard limit for ship parts removed, so a user could potentially mod in however many they wanted. It would be cool if the AI could also randomize between them periodically as well. I also like the individual cockpit types per a frame idea as well.

[Edited on 6-11-2011 by Wazubaba]
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Post by Jack Dandy »

Another cool thing that could be added IMO would be exhaust trails, like in Homeworld/Freespace/other space games.

http://pcmedia.ign.com/pc/image/homewor ... 1_640w.jpg

The ships right now are very hard to see visually due to the game's battle system. Although the target markers solve that problem, some trails would make the battlefields seem much more "Alive" and pop out graphics-wise. The fact the space fighters also frequently change vectors and spin around during drifts would make it look really cool. What do you guys think?

[Edited on 6-11-2011 by Jack Dandy]
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Post by DaveK »

From post: 108443, Topic: tid=7616, author=Marvin wrote::cool: There are different navies. And, in disputed territory, both (or more) navies can be present.
Then there should be two different codes for the two different Navies! :(
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Post by Marvin »

:cool: Actually, there are already three different codes. Red, yellow, and green.
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Post by Jack Dandy »

I see what you did there Marvin- still, some more properly explained factions will help the immersion.
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Post by Dingo »

minor thing I would like to see is a greater number of missiles available per stack in the stations, and more slots that have them, perhaps at the expense of lasers. No reason to have more than one laser for sale per station, and a good argument can be made to increase the number of expendables. As is i often default to xcals due to running through missiles too quickly otherwise.
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Post by tha_rami »

That history is a bit outdated since I originally wrote it, though.
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Post by DaveK »

From post: 108480, Topic: tid=7616, author=Dingo79 wrote:No reason to have more than one laser for sale per station
How quickly you fighter jocks forget about us traders! :P:P
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Post by DaveK »

From post: 108481, Topic: tid=7616, author=tha_rami wrote:That history is a bit outdated since I originally wrote it, though.
I thought the past didn't change! :P:P
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Post by MMaggio »

From post: 108481, Topic: tid=7616, author=tha_rami wrote:That history is a bit outdated since I originally wrote it, though.
LOL, How can history ever be outdated?
Talk about your "oxymoron"!
Just kidding Rami, I know what you meant. just commenting on how it sounds. ;)
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Post by Maarschalk »

You can't change the past but you can change the future thus making History which you just changed.
What is ones future is another ones past.......Arrrrrrrrrrrgh!.......... relativity playing mind tricks on me again....LOL.......;):P:P:P:P:P:P:P:P:P:P
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Post by DaveK »

From post: 108443, Topic: tid=7616, author=Marvin wrote: :cool: MMaggio, I was going to suggest that, before you say it's cheating to use Atollski's program until another post reminded me that you can download a complete set of uncharted systems from SeeJay's website.
You can download a set of just the charted systems from SeeJay's site as well :)
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Post by DaveK »

From post: 108465, Topic: tid=7616, author=Jack Dandy wrote:Another cool thing that could be added IMO would be exhaust trails, like in Homeworld/Freespace/other space games.

What do you guys think?

[Edited on 6-11-2011 by Jack Dandy]
Independence War has a computer generated trail plus a computer generated prediction "trail"! - now that is cool! :P:P:P:P
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Post by Humblebee »

Hi!

New player here, love it so far.

I haven't read through the 5 pages of replies on this one, but I'd really like to be able to accept more than one contract at a time.

It irritates me that I can't deliver cargo to a carrier, find the Admiral's luggage (again), and then outrace the local racing legend without having to visit a station in between every single event.

In fact, I have a related suggestion - allow contracts to be accepted in the vicinity of a station, planet, or potential other contract sources (how about a contract from a carrier that just jumped in and could really use 25 units of [insert random commodity here] in order to continue on their way?)

Anyway, just my 2 credits.

Love the game!
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Post by Marvin »

:cool: That last request might make it. The latest release has a new feature: random contracts (docking not required).
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Post by SeeJay »

Hi Humblebee and welcome to a great sim/community.

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