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 »

Hi Avenger - it sounds interesting and a genuinely new and different sort of ordinance (rather than just bigger/faster/harder versions of we already have)

What advantage do they have? What range (in EM) would you have to launch them to get a reasonable chance of getting a hit? Are you suggesting that each hardpoint could/should be MIRVed (without the guidance part :D:D) What yield would you suggest?

Presumambly you have a better chance of taking out a tight cluster of hostiles without having to wait for each missile to find a lock?
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Post by Avenger »

Let's see.

How about 800 range
Yield 250
50 per hardpoint
able to fire em in pairs would be nice too, maybe give that option if you have 2 packs loaded, single pack is single fire mode only.
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Post by xtom »

Being a battlecruiser fan I'd like to be able to control big battleships too and be able to launch ai fighters from it aswell as being able to jump in a fighter myself and launch out from the battleship too. Eg. if you wanted to explore a planet you would need to launch out in a fighter to enter the planets atmosphere. Control of turrets and city destroying weapons would be good too. The feeling of commanding a larger crew and exploring in a big and powerful ship really appeals to me. Of course I love the more personal faster paced flight in smaller ships too. If your ships got destroyed in battle you would need to buy new ones and you could customise them like you currently can and hire pilots etc.

I think jump should take a while to spin up aswell, that way it's much more exciting jumping away from a battle. Perhaps just a 5 or 10 second countdown. Then you could buy upgraded jump drives with shorter count down but with minimum 5 seconds or something.
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Post by sapog662 »

Hello dear friends!
This game I love it! I have a small request: can we change the architecture of cities, and make it as a legend? If you can not do this if you can do to buildings - a foundation or base? It is perfectly done in Legends ...
Thank you.:)
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Post by 49rTbird »

Hello sapog662, Welcome to the forum and the Sim. Have fun and hope to see you in "Multi-Player" sometime. :)
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Post by Marvin »

From post: 110394, Topic: tid=7616, author=sapog662 wrote:I have a small request: can we change the architecture of cities, and make it as a legend? If you can not do this if you can do to buildings - a foundation or base?
:o Why would you want that? Besides, in Mercenary, with its greater variations in terrain level, an all-encompassing city foundation would stick out here and there. Planets in Legends were a lot flatter.
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Post by Dingo »

I like the increased variation in topography in EM too. And the cities look better IMO. I'm with Marvin there.
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Post by LeadCommando65 »

The cities in EM could have more variety. Every city I've seen so far is a block as a base and some towers sticking out of it with a landing platform.

Another question: Is it intended that some of the cities fade in at VERY close distance? It happens often to me, if I'm flying directly from above towards the city center (blinking light). Suddenly the whole city begins to fade in, filling the whole screen. Everytime I think the city is still far away and then get surprised how close I'm actually are. I think the cities should be visible from greater distances. EM has such good graphics, but cities popping up suddenly destroys that image.

[Edited on 7-12-2011 by LeadCommando65]
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Post by DaveK »

You are flying through the lower cloud layer. On some planets you will fly through rain (with or without thunderstorms) and high cross winds!!

All of the cities are constructed by a subsiduary of the company who build the space stations :P:P:P
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Post by Rush »

In my city sometimes I see buildings appear from the fog when I'm less than 50 meters away. I'll complain with the developer of my city, such poor graphics is unacceptable...

:D:D:D

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Post by LeadCommando65 »

From post: 110412, Topic: tid=7616, author=Rush wrote:In my city sometimes I see buildings appear from the fog when I'm less than 50 meters away. I'll complain with the developer of my city, such poor graphics is unacceptable...

:D:D:D
Fog is not the problem. The situation described above happens also if I have clear sight. There is no fog, rain or clouds from where the city could emerge from.
Sometimes I fly through the cloud layer and think of getting a better sight of the city, but there is no city (still the blinking signal). I descend a few kilometres and the city suddenly fades in out of nowhere.
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Post by Marvin »

:cool: Approaching Yokota AB, we could see Tokyo quite plainly from 10,000 feet. It wasn't until we actually descended into the fog layer that everything went gray. After popping through the bottom of the fog, it cleared up again. Not much different from an approach to a foggy city in Mercenary.
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Post by Jack Dandy »

Simplest answer is it's probably a relatively low draw distance, made to demand less resources from the game's engine.
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Post by sapog662 »

Hello! Dear developers, I have another suggestion: in the early games were possible accidental collision with the stations and buildings, and destruction because of this ship. Can you return in the EM this opportunity? This would make the game more realistic.)))
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Post by DaveK »

From post: 110532, Topic: tid=7616, author=sapog662 wrote:Hello! Dear developers, I have another suggestion: in the early games were possible accidental collision with the stations and buildings, and destruction because of this ship. Can you return in the EM this opportunity? This would make the game more realistic.)))
Hit fast enough and you do explode! It might be nice if a less fast hit did damage and not just to shields though I'm not sure the extra coding would be worth it - just fly more carefully or not under the influence! :P
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Post by sapog662 »

From post: 110542, Topic: tid=7616, author=DaveK wrote:
From post: 110532, Topic: tid=7616, author=sapog662 wrote:Hello! Dear developers, I have another suggestion: in the early games were possible accidental collision with the stations and buildings, and destruction because of this ship. Can you return in the EM this opportunity? This would make the game more realistic.)))
Hit fast enough and you do explode! It might be nice if a less fast hit did damage and not just to shields though I'm not sure the extra coding would be worth it - just fly more carefully or not under the influence! :P
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Post by Dingo »

I vote forest
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Post by Marvin »

I vote money.
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Post by Maarschalk »

I vote R.I.P.....;):P
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Post by Reneval »

Now that I've played this a couple of times in mp (which is tons of pure fun) I came up with some ideas and sorry if these are already mentioned:

1. I'd love to be able to zoom in when in cockpit. There are times when you just cant see things close enough like your fellow players ships. And it would bring some nice feeling of space to long distances if you could "snipe" through your aiming reticle. A distance counter could be included to it and you could buy better telescopes from the stations.

2. It's sometimes annoying how you can't get close to some surfaces like other ships without bumping into them. Even if it looks like there's some distance to a ship you still might just hit it. And yeah, the sound is like someone shooting at you. Actually tonight a newbie pilot got gunned down because he bumped into me and thought somebody was shooting him and fired back the closest ship around (not me).

3. It would help a lot if in ship yard there would be the prices of the individual parts displayed so you'd know it before installing it.
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Post by Dingo »

Hi Reneval, nice seeing you out there. I do think the sound for 2 should be changed. This scenario happens quite a bit and you saw the chain reaction :D 3 is also a good idea, but at least you can experiment and not lose anything as trade-in value remains the same, within certain parameters anyhow.
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Post by DaveK »

Hi -I'm the newbie (though only to MP) - I agree that it was embarrassing to go shooting at innocent bystanders (though I didn't do it for long! :P:P), but I won't make that mistake again. The sound is afterall shield hits and I guess it wouldn't change between laser, cannon, missiles and big things! :)
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Post by Reneval »

After playing today the early IMG missions, I really think that even bigger problem than the sound of hitting into something is the distance between your ship and any surfaces when they collide. (Sorry bad english) It's really hard to imagine the edges of your ship if they are bigger than they actually are. It makes flying with precision really hard if your ship is a big bumper car.

Especially in racing the tube gets really cramped if you're trying get pass the opponent :mad:

And another thing is the damage taken when you collide with a building, asteroid etc. I've never seen my shields getting lower because of bumping into things. It's sudden death or nothing. Does anyone know btw what is the critical speed that you can hit into obstacles without dying?
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Post by Marvin »

:cool: It depends on what you hit. About the only constant is that, if you hit something while jumping, you're toast.
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Post by Wolf Moonstrike »

New to the game, but I do have a couple things I think would be cool to see in the game.

The ability to research and design weapons.

Similar to how you can modify your own ship I think it would be interesting to be able to modify or design your weapons to your play style.

For example, you could make missiles with varying mass, warheads, different engines, different guidance or tweaked guidance systems. Possibly you could make a missile low in range but high in mobility and damage.

Would be interesting to even have different parts capable of specialized abilities, such as a radar jamming, stealth, warheads that are capable of disarming shields, warheads that can possibly do EMP bursts, ect.

For Lasers, a few of the tweaks can be increasing range, modifying damage, decreasing energy usage, ect. Specialized parts could change the damage specialization like, making certain ones more effective at damaging shields, damaging metal, or even ones that could disrupt or drain energy.

Also I think the ability to research anomalies in space could be an interesting way to develop new ship/ weapons parts. As I understand it now, research stations improves the tech of a sector but how cool would it be to be able to build a research station near a blackhole, and hire scientists to research it. Could be a way to get new engines, new fulcrum drives, possibly new weapons.


Also I was reading through earlier parts of the thread about the ability to make your own missions but people (joking, I think) worried about the ability of giving yourself god like weapons.

So what I suggest is possibly the ability of creating contracts with in the game, possibly w/ multiple objectives. Also the only things you can post for your reward is stuff you already have, but that's not limited to tangible stuff, such as parts, money, or materials. Could be information like map logs or hints towards unknown systems.

Now by itself this system is useless but for multiplayer this could be an interesting system, especially if you could download these missions and use them in single player.


Anyway those are just some of my thoughts lol.