Now that I think of it, that might be possible already using the persons # in the players list. I believe I used that in Legends but forgot how we did it. It was using the same keys Alt+Enter and the player # in the list when you press the ~Key to see the player list of who is on and each has a # in front of their call sign......From post: 114714, Topic: tid=7616, author=Red Viper wrote:Oh nice, didn't know that. However, I think it would be even better if you would be able to do it without the other player having to be in targeting range. For one, it would make helping people out with locations etc a lot easier.From post: 114709, Topic: tid=7616, author=Maarschalk wrote:That is alreaydy possible with Alt+Enter Keys!;):PFrom post: 114705, Topic: tid=7616, author=Red Viper wrote:Here's one: the ability to contact players in-game through private channels, so not all the players HAVE to read your chatter.
Just Target the person you want to send private message to(they have to be in Targeting Range) and press Alt+Enter Keys and type your private message......
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Maarschalk
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Viper
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Well, I wouldn't be surprised if Vice did put it in, and it's just something not a lot of people know about (like sizing down the chat thingy; MMaggio didn't even know about that
). After all, private channels is something most games have.
I have another one:
- Some more background info on equipment. If you scroll through the ship frames, they all have a pretty thorough description, each one different. Equipment doesn't, as far as I have seen at least. I know that Vice posted a technical piece of info regarding the workings of a Fulcrum Drive somewhere (can't find it right now), and I think it would be pretty cool if all equipment would have something similar to show if you scroll down the list on a base. I think it would add (even) more depth to the game. And it would definitely look better than 'Y=50 S=43 V=87' (or whatever it reads). To be quite honest, the equipment descriptions as they are now is one of the very few things I don't like about EM. Certainly when just about everything else in the game has obviously been thought through so well and in detail as it has, those descriptions come off a bit... 'cheap' to me. (don't mean to be rude here; English is not my native language and I couldn't think of the right word)
Vice, on a side note: It would be a hellufa job to write all those descriptions would you decide to do it. But I'm sure that if you were to ask, most members here would be happy to help out where they could.
~ Viper.
I have another one:
- Some more background info on equipment. If you scroll through the ship frames, they all have a pretty thorough description, each one different. Equipment doesn't, as far as I have seen at least. I know that Vice posted a technical piece of info regarding the workings of a Fulcrum Drive somewhere (can't find it right now), and I think it would be pretty cool if all equipment would have something similar to show if you scroll down the list on a base. I think it would add (even) more depth to the game. And it would definitely look better than 'Y=50 S=43 V=87' (or whatever it reads). To be quite honest, the equipment descriptions as they are now is one of the very few things I don't like about EM. Certainly when just about everything else in the game has obviously been thought through so well and in detail as it has, those descriptions come off a bit... 'cheap' to me. (don't mean to be rude here; English is not my native language and I couldn't think of the right word)
Vice, on a side note: It would be a hellufa job to write all those descriptions would you decide to do it. But I'm sure that if you were to ask, most members here would be happy to help out where they could.
~ Viper.

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Nigel_Strange
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I would like to see more realistic planet sizes and gravity modelling. Gravity is dangerous! Respect it! I guess, in general, more realistic planetary systems: bigger planet sizes, realistic star sizes, etc.
It would make the game harder for everyone because you would not be able to simply plow into the city from space, straight down, without dying.
However, it would add more realism and more challenge to simple operations, such as flying cargo to and from the planet surface. It would also allow players to have real orbits around planets.
I don't think it would need to be modelled as realistically as Orbit, but somewhere in between.
With the jump drive, you could get around much of the inconvenience of vast planet sizes, etc.
It would make the game harder for everyone because you would not be able to simply plow into the city from space, straight down, without dying.
However, it would add more realism and more challenge to simple operations, such as flying cargo to and from the planet surface. It would also allow players to have real orbits around planets.
I don't think it would need to be modelled as realistically as Orbit, but somewhere in between.
With the jump drive, you could get around much of the inconvenience of vast planet sizes, etc.
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MMaggio
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I am with you Viper. I would've liked to see weapon and equipment descriptions with a little more "pizazz", like a salesman's pitch more verbiage extolling the virtues of the items.
Can't blame Vice tho, being the world's greatest programmer does not include the ability to write advertising script.
;)
Can't blame Vice tho, being the world's greatest programmer does not include the ability to write advertising script.
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Marvin
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The techdata.dat file contains the current descriptions. Anyone can mod it ... might want to ask Dingo. He's pretty good with writing advertisements.From post: 114786, Topic: tid=7616, author=MMaggio wrote:I am with you Viper. I would've liked to see weapon and equipment descriptions with a little more "pizazz", like a salesman's pitch more verbiage extolling the virtues of the items.
Can't blame Vice tho, being the world's greatest programmer does not include the ability to write advertising script.;)
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Maarschalk
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Just was going to mention that, but Marvin beat me to it.....
:P
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Marvin
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Maarschalk
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And many stars in Evochron to make wishes on.....

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airassassin
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It would be cool to have comets in the game and it would be cool if they and the planets and stuff was effected by the stars like the real thing
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MMaggio
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OOH! I like the idea of random comets! That would be totally cool. 
I can even imagine distress call built around the comets.
Ex: Save so&so planet from impending comet!
Assuming, of course, that we can destroy them w/cannon fire.
This would be dble way cool!

I can even imagine distress call built around the comets.
Ex: Save so&so planet from impending comet!
Assuming, of course, that we can destroy them w/cannon fire.
This would be dble way cool!
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airassassin
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It would be cool if that happen and if there was missions like get samples and scan the comet.From post: 114810, Topic: tid=7616, author=MMaggio wrote:OOH! I like the idea of random comets! That would be totally cool.
I can even imagine distress call built around the comets.
Ex: Save so&so planet from impending comet!
Assuming, of course, that we can destroy them w/cannon fire.
This would be dble way cool!
Like if you were to get samples you would have to fly in the comets tail and use your beam. I guess you could get something called samples or something.
And when you scan the comet you just have to stay close to the head of the comet while
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DaveK
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A rackful of FT's should be adequate!From post: 114810, Topic: tid=7616, author=MMaggio wrote:OOH! I like the idea of random comets! That would be totally cool.
I can even imagine distress call built around the comets.
Ex: Save so&so planet from impending comet!
Assuming, of course, that we can destroy them w/cannon fire.
This would be dble way cool!
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airassassin
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I want a way to defend my base when I'm offline
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MMaggio
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Sorry, not possible atm. 
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Ralkahn
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Just read through the rest of the thread, some really good ideas in here. Particularly agree with those regarding improving the illusion of a live environment - additional radio chatter, background info etc. I have a pretty small, simple suggestion pertaining to immersion/realism, which may not be very popular, or worth the effort of coding - the option to remove external sounds while in space. Now, I have my install set up so that those sounds (explosions of other ships, thunderclaps, ship flybys) are replaced with empty files, so they don't play. But it would be nice if there were in fact two files for the game to reference - one set that are called while you're in the vacuum of space, and another set that is called while in an atmosphere. The way it's set up now, there is also no sound while I'm flying planetside - except of course for the sounds generated by my own ship.
My other request would be to add the coordinates and cargo readouts (added with hudtext.dat) as panels in the cockpit instead of simply text overlays on the HUD. I modded Millenium's gorgeous cockpit to blank out the two panels in between the regular three, and put the text in there (as below), but of course it pops out a little under heavy maneuvering, not following the movement of the cockpit itself. On that note, if they were added to the cockpit by default (or as an option, but still built into the game) it would be really nice if the cargo display showed names rather than reference numbers of the items in each slot.
My other request would be to add the coordinates and cargo readouts (added with hudtext.dat) as panels in the cockpit instead of simply text overlays on the HUD. I modded Millenium's gorgeous cockpit to blank out the two panels in between the regular three, and put the text in there (as below), but of course it pops out a little under heavy maneuvering, not following the movement of the cockpit itself. On that note, if they were added to the cockpit by default (or as an option, but still built into the game) it would be really nice if the cargo display showed names rather than reference numbers of the items in each slot.
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BLEVE
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I was chatting with a player Callsign Myrodin, who had an interesting suggestion. Make one of the Warzones an extreme challenge, with say 20 Vonari per waypoint, or make the Vonari in that warzone super V's with double the resiliance.
Talison conflict is perfect for new players building their mission count, however the other 3 systems are almost identical. Maybe they could be scaled up. Say Cerulean 7-10 / WP. Sierra 12-15 / WP and Avroch 20-25 / WP.
Talison conflict is perfect for new players building their mission count, however the other 3 systems are almost identical. Maybe they could be scaled up. Say Cerulean 7-10 / WP. Sierra 12-15 / WP and Avroch 20-25 / WP.
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Maarschalk
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You can already have 20 to 25 enemies per waypoint mission depending how hostile or angry you made the navy in some systems. That is in single player mode though. I experimented with this. If you constantly kill the navy in some systems and then when the system is hostile you start doing contracts for Guild and Rebels expect about 20 enemy navy per waypoint not that it is mentioned that way in the mission but when you arive at the waypoint you can expect to find 3 or 4 enemy navy batle ships, cruisers and or Command ships with escorts up to 20 ships...LOL.
Yes, would be an itresting suggestion to have that also apply in Warzones with the Vonari fleet...It might be in Single player mode though already depending how close you get to the Vonari home world!....
:P:P:P:P:P:P
Yes, would be an itresting suggestion to have that also apply in Warzones with the Vonari fleet...It might be in Single player mode though already depending how close you get to the Vonari home world!....
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Dingo
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Agreed.From post: 115516, Topic: tid=7616, author=BLEVE wrote:I was chatting with a player Callsign Myrodin, who had an interesting suggestion. Make one of the Warzones an extreme challenge, with say 20 Vonari per waypoint, or make the Vonari in that warzone super V's with double the resiliance.
Talison conflict is perfect for new players building their mission count, however the other 3 systems are almost identical. Maybe they could be scaled up. Say Cerulean 7-10 / WP. Sierra 12-15 / WP and Avroch 20-25 / WP.
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airassassin
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I can live with or without this so it's not a major thing but it would be cool if we could update the game within the game. Kinda like you do on most other games.
Again this isn't a big thing
Again this isn't a big thing
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Marvin
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From post: 115570, Topic: tid=7616, author=airassassin wrote:...it would be cool if we could update the game within the game. Kinda like you do on most other games.
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DennyMala
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Well, a couple of minutes of download and installation don't seem much of an issue to me.
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airassassin
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I thought this was that. Anyways like I said it's not a big thing to me. I guess you could say it's more to let me be more lazyFrom post: 115579, Topic: tid=7616, author=Marvin wrote:From post: 115570, Topic: tid=7616, author=airassassin wrote:...it would be cool if we could update the game within the game. Kinda like you do on most other games.If you mean what I think you mean ... doesn't that only happen with MMPORPGs?
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I just thought of something else that would be cool. It would be kinda cool if the clouds on the planets move at a semi fast rate. What I mean by that is if they moved at normal speeds then so someone who is not going to sit there all day it seems to not move.
This is more of eye candy so it's not a big deal if this gets added or not
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Knight Rider
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I still think it's a good idea, if you visit a player station in MP, and buy a license for the purpose of discounted goods, that the player should be able to profit from the sale.
It would be a great way for the player to earn passive credits and to help recoup some of the building cost for the station.
It would be a great way for the player to earn passive credits and to help recoup some of the building cost for the station.
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MMaggio
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Actually, having the clouds moving is not hard to do and while we're at it, why not have the planets spin? That would be easy too.... as long as it was SP!
Have you any idea what the coding nightmare it would be to have the planet turning and include every possitbility of approach from any known numbers of players at the same time?
Same goes for the clouds. In SP it would be feasible, but the clouds would have to move at diff rates and be in diff places depending on the players attitude of attack and when they decided to enter the atmo.
I agree, it would be cool, but it's not possible under the current game limits and available technology.
Have you any idea what the coding nightmare it would be to have the planet turning and include every possitbility of approach from any known numbers of players at the same time?
Same goes for the clouds. In SP it would be feasible, but the clouds would have to move at diff rates and be in diff places depending on the players attitude of attack and when they decided to enter the atmo.
I agree, it would be cool, but it's not possible under the current game limits and available technology.
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Star King
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I would like to see the maximum of eight equipment bays expanded to ten equipment bays.

