New Frames & Inventory Console Features

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

The man might be a bit of an egotist, or at least not have a properly devleoped sense of reality, but Mr Smart gave me a very pleasant month or two reading the several hundred page manual for BattleCruiser Millenium and trying to work out how I would even manage to get the ship moving never mind start a career as Captain, and certainly with no idea how the game would develop for me :)

The fact that the game was so buggy that I couldn't get it to run anyway was kind of irrelevant. Just looking at what was involved was great fun and worth the £10 I paid - it read like a technopunk novel! :D

I suggested that people who want to "fly" battleships in EM look at it because the manual for controlling the several hundred crew and multiple fighters and marines etc etc etc make my point that evochron mercenary does not equal flying capital ships - different genre (as they say!) - very different philosophy - very very different game :P
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Post by Dingo »

I would prefer the fighter and skill based system of EM to remain the same. Combat is where this game shines.
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Post by Rush »

Actually there are a lot of military ships around. The point is that civ ships are used to make money, and when you have it, you fight a lot :D

I don't know what the solution could be...

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Post by MMaggio »

I for one see no reason to fly a Capitol ship nor understand why anyone would want to.
@ DaveK, you forgot to mention there are over 168 keyboard commands in BCM! Try programming that on your X52 or whatever. :P
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From post: 110117, Topic: tid=7616, author=Avenger wrote:There is something I was thinking about today, ever since the military ship buff barely anyone flies the civvy's anymore, at least that's the feeling I am getting so far.

I certainly do - not all of us are bloodthirsty cowboys - some of us actually provide the economic structure and wealth creation that allows trhe fighter jockeys to be paid!
:P

They are cargo haulers with the capacity to defend themselves if needed. thank you for leaving the word mere out before cargo haulers - As it happens, I feel that I am following in the footsteps of Scott of the Arctic and Dr Livingstone - fearless explorers of the unknown! Actually I'm not sure that EM has cargo haulers as such - we are mercs who buy cheap and sell at a profit rather than people who are paid to carry a cargo from specific place to specific place. A cargo hauler is more like a big big ship with lots and lots of cargo space - probably in the region of 50 - 100 cargo bays so that the small amount you would be paid to carry someone else's cargo would be worthwhile

But I was thinking if it is possible to add some form of extra bite to the civvy classes in the form of limited fire arc point defense lasers that are auto manned by the science ops and the navigator if you have them on board. Hee hee hee - track down my post after the big push to make mil craft better than civvy craft because no-one wanted mil craft because civvy craft were better because they had cargo bays - I predicted that once Vice made mil craft better then we would soon have the cry that civvy craft aren't as good as mil craft - lets make them better so that people will use them again A poll of who uses what frame(s) would be very very interesting!

Weapons ops and the engineer are busy looking after the weapons and the ship if the heat is turned up, but if I was a crewmember on a ship I would like add something to the teeth of my current home if getting attacked instead of just sitting there looking at my science ops station looking for interesting goodies out there or looking where there might be some planet or asteroid belt the pilot may flow into when getting attacked by scum. Hows about giving all crew members general training so thatthe sci bods can help out in a fight and the weapons crew could help spot interesting things and everyone could grab a spanner and help out on repairs - we could probably pay them a lower wage because they would be "jacks of all trades"! :P

Either that or just grab my station and scream like a girl since there is very little else to do for these 2 crewmembers during combat, that's also the reason hardly anyone uses the science ops and navigator as well.

I was thinking something in the line of adding 2 weapon slots to the civvy boats that only become available if you have a science ops and a navigator on board.
Fire arc of maybe 180 degrees left and right of the ship (or the back and the belly), just a dual barrel cannon of the players choice, no additional barrels from a relay system, maaaaybe the faster firing of a cooling system but not really a must have.

In many space games cargo haulers have some form of point defense systems to help them get out of nasty situations. As I said earlier, I don't think that EM has cargo haulers as such or ships that are big enough for point defense

I think this make people think about what they might prefer to use instead of going for the whoop arse military birds. Though not one of them, I can see the attraction that many in EM feel about being fighter jocks first and foremost. There are many (like me) who think that exploring and trading are a fine way to spend time - we don't all want to be "top gun" and EM allows us the choice in a well balanced universe. Though not a mil man I was persuaded by the arguments to upgrade mil ships - result is that I now have to run away if there is more than one of them and have to work harder to take the solo mil ships out as I fulfil my mood statement :P :P :P

Any thoughts, comments or additions to this?
However it might be interesting for the fighter jocks to have crew manning lateral guns, except of course they can't carry crew! :mad: However, WWII gives a precedent for multi crewed "fighter" aircraft (night fighters and several other types had a weapons op's even before the idea was invented; the Boutlon Paul Defiant even had a 4 gun turret (as used in a Lancaster bomber) amidship behind the pilot. We already have the facilty to have a turret gunner in MP - perhaps an AI gunner in SP would be worth exploring (as opposed to a weapons officer):)

sorry about the changing colours, there is no significance to what is red and what id yellow :cool: - if you move away from white you can't use the alternative colour more than once. :cool:
:cool:
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Post by DaveK »

From post: 110121, Topic: tid=7616, author=MMaggio wrote:I for one see no reason to fly a Capitol ship nor understand why anyone would want to.
@ DaveK, you forgot to mention there are over 168 keyboard commands in BCM! Try programming that on your X52 or whatever. :P
:P:P:P:P:P:P

I still have trouble remembering which keys rotate between next hostiles! - stopping to look at the keyboard map printout during a multi-hostile furball certainly isn't proving to be an efficient way of finding out - quite good at ending up as stardust yet again!

:P:P:P:P:P:P
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Post by Marvin »

From post: 110117, Topic: tid=7616, author=Avenger wrote:There is something I was thinking about today, ever since the military ship buff barely anyone flies the civvy's anymore, at least that's the feeling I am getting so far.

They are cargo haulers with the capacity to defend themselves if needed.

But I was thinking if it is possible to add some form of extra bite to the civvy classes in the form of limited fire arc point defense lasers that are auto manned by the science ops and the navigator if you have them onboard.
:cool: Nice but unnecessary. Also, give civvy ships a chance now that it's easier to answer multiple distress calls in one.
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Post by Jack Dandy »

Another small, helpful edition would be a dedicated Fleet/Stored Cargo screen.
Also, a normal nickname generator.

Fleet: Basically show you just how many ships you currently have, their status, current objectives, etc...

Stored Cargo: Show you how much cargo you have stored across stations and hangars in the game, and of what kind. The option to store things for future needs is good, but without a way to track them it gets kind of cluttered. Remember people are jumping across systems here!

Normal nickname: It may be just me, but it bugs me to see people named N.H.K, G.T.H and strange names like that. A simple nickname generator would be better and more immersive to the gameplay.
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Post by Dingo »

From post: 110138, Topic: tid=7616, author=Jack Dandy wrote:Normal nickname: It may be just me, but it bugs me to see people named N.H.K, G.T.H and strange names like that. A simple nickname generator would be better and more immersive to the gameplay.
+1
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Post by LeadCommando65 »

From post: 110138, Topic: tid=7616, author=Jack Dandy wrote:Another small, helpful edition would be a dedicated Fleet/Stored Cargo screen.
Also, a normal nickname generator.

Fleet: Basically show you just how many ships you currently have, their status, current objectives, etc...

Stored Cargo: Show you how much cargo you have stored across stations and hangars in the game, and of what kind. The option to store things for future needs is good, but without a way to track them it gets kind of cluttered. Remember people are jumping across systems here!

Normal nickname: It may be just me, but it bugs me to see people named N.H.K, G.T.H and strange names like that. A simple nickname generator would be better and more immersive to the gameplay.
+1

I like your ideas. Maybe this could be extended to be a form of an "overview screen", where you have different tabs: fleet, storage, quests/tasks (active distress calls, contracts and missions can be reviewed here as some people already requested), ship stats, and more

About capital ships: I think, EM does not need player controlled capital ships.
But I like the suggestion to have a capital ship (or many of them^^) in your fleet, you can use as a mobile base with a limitied jump frequency (recharge time/engine cooldown) to land on, refuel, etc. This has already been written here by someone, but I did not find the post again. Landing on (moveable) ships could make it very amazing e. g. when a capital ship jumps in and releases its hold of deadly fighter squadrons. Reminds me of X3 :)
From post: 110117, Topic: tid=7616, author=Avenger wrote:But I was thinking if it is possible to add some form of extra bite to the civvy classes in the form of limited fire arc point defense lasers that are auto manned by the science ops and the navigator if you have them onboard.
[...]
I was thinking something in the line of adding 2 weapon slots to the civvy boats that only become available if you have a science ops and a navigator on board.
Fire arc of maybe 180 degrees left and right of the ship (or the back and the belly), just a dual barrel cannon of the players choice, no additional barrels from a relay system, maaaaybe the faster firing of a cooling system but not really a must have.
Nice idea. It would make a bit more use of the crew and improve their presence in a fight. I would say there should be certain frames, which have the belly/back or starboard/port side (or other combinations/single turrets) guns built in, but these can only fire if manned by crew members. So there could be more variety in the available ship frames. The built-in turret guns could show up as weapon slots (as you said before) where the player could change a standard defense gun (almost no wepaon energy drain) for more powerful ones (drain weapon energy more).
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Post by Jack Dandy »

Like both of your ideas, Lead. That kind of use for Capital ships oughta make for a good workaround towards making Capital Ships take a more major part of the game, but still keep them out of the core flying gameplay.

And about the 2nd idea, yeah! We could make our own Millenium Falcon! :D
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Post by Marvin »

:o About civilian ships: when it gets to the point that most pilots pick a civvy ship over a military ship for combat, you've made a mistake. The scales are no longer balanced.
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Post by Avenger »

From post: 110173, Topic: tid=7616, author=Marvin wrote::o About civilian ships: when it gets to the point that most pilots pick a civvy ship over a military ship for combat, you've made a mistake. The scales are no longer balanced.
It doesn't have to be balanced, I don't think 2 automated turrets (If you have a science ops and a navigator on board that is) with limited firing arcs will shift the balance for combat so much everybody will swap their military ship for a civvy one.

I just think that a slower less agile ship that is more like a mobile home would be interesting with some additional punch.
I am thinking indeed in the line of the millenium Falcon or Serenity, the Serenity had this gun turret on top for defense.

Right now the civvy ship is like a fighter but slower on the stick, other then that there is absolutely no difference with the military birds.
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Post by Marvin »

From post: 110186, Topic: tid=7616, author=Avenger wrote:Right now the civvy ship is like a fighter but slower on the stick, other then that there is absolutely no difference with the military birds.
:cool: Originally. But, as of the update, even the Starmaster's armor is no match for a Predator or Chimera. And turning rate ... not even close.
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Post by Avenger »

Turning rate falls under slower on the stick to me, I forgot about the armor buff, but then I barely notice it since I hardly ever get hit anyway in combat.
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Post by Jack Dandy »

I'm liking that whole "make the Civvy ships a mobile home" idea.

Throw in randomly generated characters that can gain experience, and let me tell you- People WILL get stuck to them emotionally. Learned that from Dwarf Fortress. :P
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Post by Avenger »

I tend to agree, I was earlier pretty emotionally attached to my Engineer and Weapon Ops but eventually I let them go after months of loyal duty to fly a military craft.

I used the Navigator and the Science Ops before but eventually I let them go for more CM space since their usefulness is very limited.


[Edited on 7-10-2011 by Avenger]
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Post by Marvin »

From post: 110218, Topic: tid=7616, author=Avenger wrote:I used the Navigator and the Science Ops before but eventually I let them go for more CM space since their usefulness is very limited.
:cool: Only for combat. Which, of course, is why we have military ships. I still fly with a Science Officer when exploring.
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Post by Avenger »

Does the Science Officer add anything else then just tell you stuff about planets, containers and asteroids?
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Post by Dingo »

I propose the following clan system changes in future games. This regards control of sectors.


I think sector percentages should remain maxed unless someone else from a rival clan challenges it. The decay rate is a great idea if there were more players on MP, but as it is players with too much time to play EM, like me, can control numerous sectors (DD has 8 sectors maxed with me doing most all contracts and my other members focusing on combat training), but clans such as IM and SG cant get their percentages up on one or two sectors. Since no one is currently really competing for sectors, this change might be in order.
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Post by Cindy »

From post: 110290, Topic: tid=7616, author=Dingo wrote:I propose the following clan system changes in future games. This regards control of sectors.


I think sector percentages should remain maxed unless someone else from a rival clan challenges it. The decay rate is a great idea if there were more players on MP, but as it is players with too much time to play EM, like me, can control numerous sectors (DD has 8 sectors maxed with me doing most all contracts and my other members focusing on combat training), but clans such as IM and SG cant get their percentages up on one or two sectors. Since no one is currently really competing for sectors, this change might be in order.
I agree with you Dingo.
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Post by Cindy »

Sorry for the double post, but I thought that this idea should have a post of its own. MM said that I gave him the idea for this idea, so I should post it...so I'm posting it. lol

What if a clan in a certain system could make their own missions, like if they wanted someone to blow up another clan's station? They could post their ideas in the stations in their system and when someone accepted it and completed it, the server would automatically transfer the money between them.
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Post by Shieldwolf »

I think it would need to be between the clan members only.
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Post by DaveK »

From post: 110324, Topic: tid=7616, author=Shieldwolf wrote:I think it would need to be between the clan members only.
Why? As an independent merc I can already blow up stations, so why not let me take your contract? :)
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Post by Avenger »

There is something else I would really like to have, dumbfire rocket packs, I am getting a little tired of always having to use guided missiles, even though I barely use em as it is, rockets on the other hand...............I love them in Freespace and Starlancer, my favorate secondary weapon ever!!
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