New Frames & Inventory Console Features

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

From post: 116197, Topic: tid=7616, author=Dave S wrote:
From post: 116183, Topic: tid=7616, author=Marvin wrote::cool: The readout in the bottom-left corner of your HUD pretty much reflects hull damage.
The numbers on the bottom left just show system damage that occurs once the hull has taken a certain level of damage. There is no number given to the level of hull damage.
Lower left of the Head Up Display in detailed mode gives % of hull damage.
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Post by DaveK »

From post: 116036, Topic: tid=7616, author=Dingo wrote:also I would like an animal companion :P
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Here's a volunteer! :)

[Edited on 1-10-2011 by DaveK]
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Post by Jameson »

I also liked the idea of turrets in capital ships.

To introduce a new theme: Do you guys actually trade?

When I need cash I see a lot easier (and faster) go mining.

Maybe it's me but I don't see any incentive in trading.
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Post by DaveK »

From post: 116214, Topic: tid=7616, author=Jameson wrote:I also liked the idea of turrets in capital ships.

To introduce a new theme: Do you guys actually trade?

When I need cash I see a lot easier (and faster) go mining.

Maybe it's me but I don't see any incentive in trading.
Roughly 2 million credits per minute (averaged) :P
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Post by Marvin »

:cool: Yup. Civilian rank depends on wealth ... and we're talking billions of credits here, not simply millions. Mining can get you to the point where you can start a decent trade route ... but, to make those billions, you really need to indulge in trade.
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Post by Jameson »

Cool, good to know it's me.

Thank you for answers.

I shall investigate :)
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Post by Maarschalk »

From post: 116215, Topic: tid=7616, author=DaveK wrote:
From post: 116214, Topic: tid=7616, author=Jameson wrote:I also liked the idea of turrets in capital ships.

To introduce a new theme: Do you guys actually trade?

When I need cash I see a lot easier (and faster) go mining.

Maybe it's me but I don't see any incentive in trading.
Roughly 2 million credits per minute (averaged) :P
LOL...only 2 million per minute in trading average?

I have trade runs that can make me 30 million per minute average...and that is 2 runs in one minute of about 15 million each run average!......;):P:P:P:P:P:P
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Post by Maarschalk »

From post: 116212, Topic: tid=7616, author=DaveK wrote:
From post: 116036, Topic: tid=7616, author=Dingo wrote:also I would like an animal companion :P
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Here's a volunteer! :)

[Edited on 1-10-2011 by DaveK]
LOL....He/she looks kind of mean........;):P:P:P:P:P:P:P
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Post by DaveK »

From post: 116225, Topic: tid=7616, author=Maarschalk wrote:
LOL...only 2 million per minute in trading average?

I have trade runs that can make me 30 million per minute average...and that is 2 runs in one minute of about 15 million each run average!......;):P:P:P:P:P:P
I like to do it the leisurely way! :P

Anyway, you don't give secrets away, so I've no choice :P:P:P:P
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Post by Viper »

From post: 116225, Topic: tid=7616, author=Maarschalk wrote:I have trade runs that can make me 30 million per minute average...and that is 2 runs in one minute of about 15 million each run average!......;):P:P:P:P:P:P
That sounds like something I could really use. Not having a lot of time to play, I could really use a run that would make me a lot of money fast! I already am familiar with DaveK's run, but to be honest, this one sounds even better!
Mind sending me a u2u about that, Maarschalk?


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[Edited on 10-2-2011 by Viper]
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Post by Maarschalk »

**************************SPOILER ALERT***************************

It would be a long U2U to explain it in detail!.......
But here are the requirements:
1. Have a Mantis Jump Drive.
2. Have 2 to 4 empty equipment slots.
3. Have 5 Cargo bays.
4. Have 8 missile slots.
5. Have the fastest ship that has the first 4 requirements.
6. Know how to jump between 2 Stations in close by sectors and know how to auto dock fast.
7. Have a Station License at the Buying Station(Where you buy).(Cheapest is a Build Station)
8. Be in a Good Reputation(Friendly) High Tech System. Or make one!
9. Have 60 million in spending /buying credits.
;):cool:

And U2U I will send Viper with the details!

[Edited on 10-3-2011 by Maarschalk]
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Post by Maarschalk »

From post: 116234, Topic: tid=7616, author=DaveK wrote:
From post: 116225, Topic: tid=7616, author=Maarschalk wrote:
LOL...only 2 million per minute in trading average?

I have trade runs that can make me 30 million per minute average...and that is 2 runs in one minute of about 15 million each run average!......;):P:P:P:P:P:P
I like to do it the leisurely way! :P

Anyway, you don't give secrets away, so I've no choice :P:P:P:P
LOL...DaveK, see my previous post. It is a fast paced trading run to do it that fast!...;):P:cool:

[Edited on 10-3-2011 by Maarschalk]
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Post by DaveK »

:)
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Post by Jameson »

Ok, sorry again for spam. Just posting for the sake of it.

What about casinos? And I mean space casinos.

I have this silly idea that every sandbox has to be casinos in it, lol.

Besides that, I remember some descriptions from good old Elite about space casinos with random adjectives attached to it, like "planet whatever is famous for its blue gorgeous casinos".

Always thought that was cool.
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Post by Maarschalk »

Casinos are a waste of your time and money in the long run, unless you own one!;):P:P:P:P:P:P:P
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Post by Jameson »

Lol, Maars, I know!

Not that I'm a gambler, it's only all that silence below my post that made me look like one or something, lol.

I was really thinking in new ways to spend money, but now you mention: owning a space casino in a heavy mining area should make you insta rich :)

Sorry for enthusiasm, but this game makes real some things Elite only could point to.

Still exploring!
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Post by Maarschalk »

Yes, Elite also had pirates boarding your ship. So owning space cassinos with pirates around is not such a good idea! It is like owning a casino with the mafia in the neighbourhood.....;):P:P:P:P:P:P
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Post by Viper »

The thing I probably want to see most of all is having the system/sector names shown next to the player name, instead of the coordinates.
Now it shows the player name with a bunch of coordinates next to it. But I just can't get my head around the coordinates system no matter what I try. Since a lot is based on this system, I also have a problem understanding things like the directions on SeeJay's site. Why not use the system/sector name instead?

We could still have coordinates within a system/sector though. For example, the planet Saphire is located in the 'Saphire system', system/sector coordinates xx, xx, xx.

If I could just see the system/sector name in the online list, that would be incredibly helpful.

EDIT:
The same proposal goes for everything that includes mentioning coordinates in the game. Sometimes I ask the location of a certain system and the answer is like "-5000 100 2500". I look at that and go "Where the heck is that, where am I right now and how do I get there?!
If the answer had been "You can get to the Olympus system by taking the gate on the top right of the Saphire system map", then I would have known exactly what to do.


~ Viper.

[Edited on 10-15-2011 by Viper]
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Post by Marvin »

:cool: You never mentioned the quadrant map, Viper. Do you use it?
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Post by Viper »

Yes I have, and I did notice the listing of the coordinates for the systems on it. I even know how to use them - put those coordinates in the boxes in your nav menu (not sure whether it's the x or sx ones, but anyways). But when I do that and hit 'launch', most of the times I get the 'Distance too far for Fulcrum Jump Drive' notification, probably because the coordinates I entered are for a whole other system. This is where I get stranded and have no clue how to continue.

An example: I asked someone for some or another system or gate. The answer I got was just a set of coordinates. Although the player did it with the best intentions, I was lost right that second and had no idea as to how to use that set of coordinates to get to where I wanted to go.

For the record:
I'm not saying this is a flaw in the game. I'm just pointing out that this way of navigating does not work for me.


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Post by Dingo »

From post: 117068, Topic: tid=7616, author=Viper wrote:Yes I have, and I did notice the listing of the coordinates for the systems on it. I even know how to use them - put those coordinates in the boxes in your nav menu (not sure whether it's the x or sx ones, but anyways). But when I do that and hit 'launch', most of the times I get the 'Distance too far for Fulcrum Jump Drive' notification, probably because the coordinates I entered are for a whole other system. This is where I get stranded and have no clue how to continue.

An example: I asked someone for some or another system or gate. The answer I got was just a set of coordinates. Although the player did it with the best intentions, I was lost right that second and had no idea as to how to use that set of coordinates to get to where I wanted to go.

For the record:
I'm not saying this is a flaw in the game. I'm just pointing out that this way of navigating does not work for me.


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Unfortunately, if you don't learn to use the coord system, you'll pretty much just always be lost, sir. It took me some time too, but now it is very natural. There really isn't another effective way to convey the information.
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Post by Marvin »

From post: 117068, Topic: tid=7616, author=Viper wrote:But when I do that and hit 'launch', most of the times I get the 'Distance too far for Fulcrum Jump Drive' notification, probably because the coordinates I entered are for a whole other system.
:cool: That's when you use the autopilot. ;)
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Post by Viper »

From post: 117070, Topic: tid=7616, author=Dingo wrote:Unfortunately, if you don't learn to use the coord system, you'll pretty much just always be lost, sir. It took me some time too, but now it is very natural. There really isn't another effective way to convey the information.
Oh noes! :(
From post: 117071, Topic: tid=7616, author=Marvin wrote:
From post: 117068, Topic: tid=7616, author=Viper wrote:But when I do that and hit 'launch', most of the times I get the 'Distance too far for Fulcrum Jump Drive' notification, probably because the coordinates I entered are for a whole other system.
:cool: That's when you use the autopilot. ;)
*SNAP*
Why didn't I think of that? Frustrated form of Tunnel vision methinks lol.

So when someone gives me a set of coordinates that represent a location outside the system I'm in, and I wanna go there, I will have to enter those coordinates into my nav menu boxes and hit 'Auto-pilot'?

If that is so, rescue might be just beyond the horizon lol.


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Post by DaveK »

yes it is so - I've sent you an u2u - we can go for a joyride together if you like!
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Post by Vice »

The autopilot can help make the process automatic and easy, but if the distance is far, it can take a long time to get there (and it will require a lot of fuel). That's where the warp gates come in to make the travel time much shorter. One of the easiest ways to get started with understanding the coordinate system is to practice going from system to system from sapphire and back, observing that the center of the quadrant map is 0,0,0 and anything with a negative number in the first value slot is to the left of that (central) position and anything with a positive number in the first value slot is to the right of that position. Anything with a negative number in the last value slot is up from the center position and anything with a positive number in the last slot is down from the center position. So the upper left corner on the quadrant map is -5000,0,-5000 and the lower right corner is 5000,0,5000. There is also this video tutorial that helps detail how things work: http://www.youtube.com/watch?v=hwGOJxYUCoM It gives information largely on in-sector navigation, but the coordinate system for both in-sector and the quadrant are basically the same, the quadrant map just uses values that represent larger (cube) sections of space for each sector. With some practice, things will likely click pretty quick and you'll get the hang of what the values represent and what needs to be entered to get somewhere.
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