From post: 136300, Topic: tid=9023, author=someguy201 wrote:3) Alter the prices of mining contracts - link the minimum price for the contract to be above what the ore is currently selling for. I'm relatively early on in the game, compared to others, but I'm able to sell Diamonds for 50k for 25 at some stations, and at the same time see a contract to mine 25 diamonds offering 30k.
New Frames & Inventory Console Features
-
Marvin
- Global Moderator

- Posts: 14373
- Joined: Wed Mar 04, 2009 5:47 am
- Location: Fallon-Reno
New Frames & Inventory Console Features
-
light487
- Ensign

- Posts: 30
- Joined: Sat Apr 28, 2012 10:19 am
New Frames & Inventory Console Features
I agree with this.. what you're getting in return is not the money but the reputation increase with that faction... so maybe it just needs to list what percentage increase to reputation you will get for completing the mission (and all missions for that matter).From post: 136441, Topic: tid=9023, author=Marvin wrote:From post: 136300, Topic: tid=9023, author=someguy201 wrote:3) Alter the prices of mining contracts - link the minimum price for the contract to be above what the ore is currently selling for. I'm relatively early on in the game, compared to others, but I'm able to sell Diamonds for 50k for 25 at some stations, and at the same time see a contract to mine 25 diamonds offering 30k.Why would anyone hire you to mine diamonds (or anything else) for more than what they can then sell them afterward? It doesn't make a bit of business sense ... and, as a charter member of IM, it's not something I'd hire anyone to do for me or my clan. Would you hire other pilots and pay them more for mining than you can then sell the ore for?
In Eve you had individual agents and their rep, plus you had the overall faction rep to build up. This is similar in EM but the faction reps don't hold between each solar system.. so maybe a change that could be made is to have a global rep system and a local rep system as well. So, like in Eve, your global rep affects your local rep.
I am new, so I may misunderstand rep.. so don't flame me if I have said something that is already in the game
-
Marvin
- Global Moderator

- Posts: 14373
- Joined: Wed Mar 04, 2009 5:47 am
- Location: Fallon-Reno
New Frames & Inventory Console Features
-
light487
- Ensign

- Posts: 30
- Joined: Sat Apr 28, 2012 10:19 am
New Frames & Inventory Console Features
Yer.. that's what I was suggesting.. having an overall, galactic (global) rep that boosts or cripples your local rep. So you might have a 40% rep with Navy on a global scale and you get a 4% bonus to local navy factions.. or if you have a negative rating, say.. -30%, to XYZ faction then you would have a -3% on local XYZ faction. The global rep is much harder to raise than the local rep but it's still the local contracts that affect the global rep.
I mean.. if you do a lot of bad things against the Navy in the Pisces system.. surely the Navy in other systems are going to find out about you and will act accordingly.
Also, the other thing is Player rep: bad means you are a pirate, murderer etc.. good means you are.. well.. good.
All of these things are just modifiers to make it seem like the universe is connected in some way, that's why I suggest them because the more seamless and connected it feels, the more realistic it seems.
I mean.. if you do a lot of bad things against the Navy in the Pisces system.. surely the Navy in other systems are going to find out about you and will act accordingly.
Also, the other thing is Player rep: bad means you are a pirate, murderer etc.. good means you are.. well.. good.
All of these things are just modifiers to make it seem like the universe is connected in some way, that's why I suggest them because the more seamless and connected it feels, the more realistic it seems.
-
Discord
- Ensign

- Posts: 19
- Joined: Thu Apr 26, 2012 7:00 pm
New Frames & Inventory Console Features
Things for the upper end of money spending, like fancy ships that cost 1bil+, also if possible tweak the economy so making money past 10mil isn't just arbitrary jumping between stations.
-
DaveK
- Global Moderator

- Posts: 4161
- Joined: Mon Apr 19, 2010 9:04 pm
- Location: Leeds UK
New Frames & Inventory Console Features
Have some willpower (or technically won'tpower
)
Simply don't just arbitrarily jump between stations then. Earn your money the hard(er) way
I enjoy the freedom of not worrying about making money any more - I now have time to do what I want in my (limited) fly time

Simply don't just arbitrarily jump between stations then. Earn your money the hard(er) way
I enjoy the freedom of not worrying about making money any more - I now have time to do what I want in my (limited) fly time
Callsign: Incoming

Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


-
someguy201
- Ensign

- Posts: 21
- Joined: Fri Apr 27, 2012 8:30 pm
New Frames & Inventory Console Features
Presumably they are offering a "one off contract" because they can't buy the ore from their normal suppliers etc... supply and demand, they pay a higher price for guaranteed ore when the station has none.From post: 136441, Topic: tid=9023, author=Marvin wrote:From post: 136300, Topic: tid=9023, author=someguy201 wrote:3) Alter the prices of mining contracts - link the minimum price for the contract to be above what the ore is currently selling for. I'm relatively early on in the game, compared to others, but I'm able to sell Diamonds for 50k for 25 at some stations, and at the same time see a contract to mine 25 diamonds offering 30k.Why would anyone hire you to mine diamonds (or anything else) for more than what they can then sell them afterward? It doesn't make a bit of business sense ... and, as a charter member of IM, it's not something I'd hire anyone to do for me or my clan. Would you hire other pilots and pay them more for mining than you can then sell the ore for?
There are numerous other real world/role-playing reasons for them offering contracts at a higher price, and it wouldn't take much to justify that. But fundamentally, this is a game - I can do higher paid racing/cleaning/retrieval missions to get the rep, so the underpaid mining contracts get ignored making them redundant. Besides, if I get paid 20k to sell 2k worth of Oxygen to a station.... My post was suggesting ways to make mining, and mining contracts a more enjoyable and expanded aspect of gameplay.
-
westernnomad
- Ensign

- Posts: 30
- Joined: Thu May 03, 2012 10:33 am
- Location: Oregon
New Frames & Inventory Console Features
When I learned I could build a station of my own, I was thinking in terms of the POS's from Eve Online. These are no different from NPC stations, though - at least in solo play. What advantage is there in building your own station? There's no tutorial, that I know of, that tells you what the modules are for.
The player stations and their modules should be more expensive to build and to maintain, but offer more than the NPC stations, such as:
Permanent shield modules
Missile turrets
Projectile turrets
Beam turrets
Turrets respond only to hostile actions within sensor range, or automatically kill all red NPC's.
Player-defined transaction taxes on NPC's that use the facilities. Such as, 0.5% to green NPC's, 1% to yellow NPC's and 25% to red NPC's.
The station should be a safe-haven in neutral and hostile territory, but also not be totally invulnerable. Newer players can build in friendly space without defenses. Mid-level players can build affordable stations that will defend against the occasional red that wanders in. (Imagine my surprise as a former EvE player, hiding in an NPC station during a raid, only to be hammered by reds!) High-level players can build expensive battle stations in hostile territory - where the money is!
Trade goods, like food and electronics, have no apparent source besides the market. Industrial players will want to produce and control them - hiring NPC pilots to distribute the goods across the universe. Shipping lanes may become threatened, so the player has to take care of his own business and defend his own interests - not working as a drone for the NPC Man - but as an entrepreneur competing with the NPC's.
The player stations and their modules should be more expensive to build and to maintain, but offer more than the NPC stations, such as:
Permanent shield modules
Missile turrets
Projectile turrets
Beam turrets
Turrets respond only to hostile actions within sensor range, or automatically kill all red NPC's.
Player-defined transaction taxes on NPC's that use the facilities. Such as, 0.5% to green NPC's, 1% to yellow NPC's and 25% to red NPC's.
The station should be a safe-haven in neutral and hostile territory, but also not be totally invulnerable. Newer players can build in friendly space without defenses. Mid-level players can build affordable stations that will defend against the occasional red that wanders in. (Imagine my surprise as a former EvE player, hiding in an NPC station during a raid, only to be hammered by reds!) High-level players can build expensive battle stations in hostile territory - where the money is!
Trade goods, like food and electronics, have no apparent source besides the market. Industrial players will want to produce and control them - hiring NPC pilots to distribute the goods across the universe. Shipping lanes may become threatened, so the player has to take care of his own business and defend his own interests - not working as a drone for the NPC Man - but as an entrepreneur competing with the NPC's.
Sometimes we may feel like we\'re walking on eggshells with some people, but why worry? The eggshells are already broken.
-
MiaZ
- Lieutenant

- Posts: 404
- Joined: Sat Jul 11, 2009 11:13 am
- Location: Sx-3500, Sy 0, Sz,3500
New Frames & Inventory Console Features
"What advantage is there in building your own station"
I can understand your feelings here but this in not X3 or eve though.
Stations here are not in the same way as X3 and you wont get player-defined transaction taxes on NPC's that use the facilities, or hiring NPC pilots to distribute the goods across the universe.
This is not that game.
The need for extra defenses sounds good. Really not needed though when you can enter the station after docking and be safe even at any station.
One thing about evochron is that there is a lot of empty space.
There are star systems with planets far away from any gates or charted systems.
Building stations here opens up new trade opportunities and makes missions available to take, away from
the normal stations and planets where it would take a long time to get back to.
Also Building allows you to upgrade the economic and tech level in the area. You will find more items online around player built stations online because of this. Hard to get items can be made easier to get. You can do the same in SP though.
Building a station gives you a big discount on prices at that station. So building allows for some great trade
opportunities. You get a station license for free when you build your own. (that's why the price discount)
Build two stations and cancel your station license at one of them and you have a new trade route way out in space far away from gates and other systems.
Building stations gives clans additional control of the systems they claim too but that's only online mp.
-
I can understand your feelings here but this in not X3 or eve though.
Stations here are not in the same way as X3 and you wont get player-defined transaction taxes on NPC's that use the facilities, or hiring NPC pilots to distribute the goods across the universe.
This is not that game.
The need for extra defenses sounds good. Really not needed though when you can enter the station after docking and be safe even at any station.
One thing about evochron is that there is a lot of empty space.
There are star systems with planets far away from any gates or charted systems.
Building stations here opens up new trade opportunities and makes missions available to take, away from
the normal stations and planets where it would take a long time to get back to.
Also Building allows you to upgrade the economic and tech level in the area. You will find more items online around player built stations online because of this. Hard to get items can be made easier to get. You can do the same in SP though.
Building a station gives you a big discount on prices at that station. So building allows for some great trade
opportunities. You get a station license for free when you build your own. (that's why the price discount)
Build two stations and cancel your station license at one of them and you have a new trade route way out in space far away from gates and other systems.
Building stations gives clans additional control of the systems they claim too but that's only online mp.
-
-
Marvin
- Global Moderator

- Posts: 14373
- Joined: Wed Mar 04, 2009 5:47 am
- Location: Fallon-Reno
New Frames & Inventory Console Features
-
DaveK
- Global Moderator

- Posts: 4161
- Joined: Mon Apr 19, 2010 9:04 pm
- Location: Leeds UK
New Frames & Inventory Console Features
find an uncharted system and build a couple of stations far apart - build some energy, research, processing stations near one of them and cancel your licence at that trade station. You now have your own private trade route - buy at the lone station and sell at the station near the research sttaions etc 
Callsign: Incoming

Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


-
Letoras
- Lieutenant

- Posts: 317
- Joined: Thu Jan 19, 2012 11:15 pm
- Location: Greece
New Frames & Inventory Console Features
Different images for stations (inside) depending on the location,
For how it is now i would like to see a different design (as a model) with different textures maybe.
For how it is now i would like to see a different design (as a model) with different textures maybe.
Surf Solar.
-
someguy201
- Ensign

- Posts: 21
- Joined: Fri Apr 27, 2012 8:30 pm
New Frames & Inventory Console Features
1) I know there are a couple of programs in existence for second monitors/computers that do various things, but I would quite like to see official support for multi-monitors.
Standard gameplay in main monitor - extra navmap/logs/extra data in the other.
Edit:
2) I know this one probably doesn't bother people, and I'm sure it hasn't been ignored in development, but sometimes the loading screens are slow. Any speed increase in loading would be beneficial, but this request is a bit more of an "ultimate wish-list" type feature, I understand with a game of this scope the loading screens are never going to be instant.
[Edited on 5-3-2012 by someguy201]
Standard gameplay in main monitor - extra navmap/logs/extra data in the other.
Edit:
2) I know this one probably doesn't bother people, and I'm sure it hasn't been ignored in development, but sometimes the loading screens are slow. Any speed increase in loading would be beneficial, but this request is a bit more of an "ultimate wish-list" type feature, I understand with a game of this scope the loading screens are never going to be instant.
[Edited on 5-3-2012 by someguy201]
-
Letoras
- Lieutenant

- Posts: 317
- Joined: Thu Jan 19, 2012 11:15 pm
- Location: Greece
New Frames & Inventory Console Features
I find it hard when in combat to keep track of my speed ( i don't know, probably i miss that specific enzyme for that function).
Is it possible to have a different effect for speed for the first 500 units of speed? Now the range is very very short.
Will that work you believe?
Is it possible to have a different effect for speed for the first 500 units of speed? Now the range is very very short.
Will that work you believe?
Surf Solar.
-
westernnomad
- Ensign

- Posts: 30
- Joined: Thu May 03, 2012 10:33 am
- Location: Oregon
New Frames & Inventory Console Features
Bigger cargo holds
Clickable quest coordinates
Bigger cargo holds
Warp to contract coordinates - warp to anywhere - without forfeiting the contract.
Bigger cargo holds
A pointer on the map screen showing the direction of the nearest station - regardless of distance - in the top view and rear view so you can get a little bit of a hint of which way to go if... err... no... when! a wormhole or black hole throws you into weird-space.
Cargo holds by volume and scaled to the size and class of the ship.
The ability to trade resources between alts in single player - perhaps a hangar bay available to every alt? I'd love to have my wealthy industrialist throw a bone or two to my bankrupt combat pilot.
And finally, did I mention? Bigger cargo holds.
[Edited on 5-5-2012 by westernnomad]
Clickable quest coordinates
Bigger cargo holds
Warp to contract coordinates - warp to anywhere - without forfeiting the contract.
Bigger cargo holds
A pointer on the map screen showing the direction of the nearest station - regardless of distance - in the top view and rear view so you can get a little bit of a hint of which way to go if... err... no... when! a wormhole or black hole throws you into weird-space.
Cargo holds by volume and scaled to the size and class of the ship.
The ability to trade resources between alts in single player - perhaps a hangar bay available to every alt? I'd love to have my wealthy industrialist throw a bone or two to my bankrupt combat pilot.
And finally, did I mention? Bigger cargo holds.
[Edited on 5-5-2012 by westernnomad]
Sometimes we may feel like we\'re walking on eggshells with some people, but why worry? The eggshells are already broken.
-
Whitewolfkf
- Ensign

- Posts: 15
- Joined: Sun May 15, 2011 3:31 pm
- Location: Russia
New Frames & Inventory Console Features
1)i think will be great make *construct calculator* in game
in this time ship constructor not enough informative
we have a data of hull maneuverability and engine speed, but information about wings and engines is not complete - i don`t know how many rotation speed increase if i install MK1 or MK3 wings, or how speed have my hull in this engine if i not look at this site http://evochron.junholt.se/objectdescri ... object.htm
2) more options for configure joystick sensitivity. I and many my friends feel uncomfortable when the maximum value of the parameters of maneuverability is achieved at half the possible deviation of the axis of the joystick. I need to use DxTweak that though somehow to normalize control
3) bigger cargo and more people in MP
4) control speed in inertial mode with my engine joy axis:)
5)forgive me for my english
in this time ship constructor not enough informative
we have a data of hull maneuverability and engine speed, but information about wings and engines is not complete - i don`t know how many rotation speed increase if i install MK1 or MK3 wings, or how speed have my hull in this engine if i not look at this site http://evochron.junholt.se/objectdescri ... object.htm
2) more options for configure joystick sensitivity. I and many my friends feel uncomfortable when the maximum value of the parameters of maneuverability is achieved at half the possible deviation of the axis of the joystick. I need to use DxTweak that though somehow to normalize control
3) bigger cargo and more people in MP
4) control speed in inertial mode with my engine joy axis:)
5)forgive me for my english
-
Vice
- Administrator

- Posts: 12227
- Joined: Fri Apr 25, 2003 1:38 am
New Frames & Inventory Console Features
For this option, it should generally be 1:1, unless the device you are using might be returning non-linear values. Behavior can also vary a bit between frame classes and wing/thruster sets. But it's also very adjustable. You can taper the input out more to the edges with the different sensitivity modes and some players find the 'Medium' setting to be just about right for their preferences when they want the response to be pushed more out to the middle and limits of the axis range.2) more options for configure joystick sensitivity. I and many my friends feel uncomfortable when the maximum value of the parameters of maneuverability is achieved at half the possible deviation of the axis of the joystick. I need to use DxTweak that though somehow to normalize control
-
Whitewolfkf
- Ensign

- Posts: 15
- Joined: Sun May 15, 2011 3:31 pm
- Location: Russia
New Frames & Inventory Console Features
possibility a build and destroy jumpgates
equip 2 particle or beam weapons
vonari scout raids in border and live evo sectors
dynamic change a map after discovery new POI
similar to or slightly greater number of missiles in the hold of the AI ​​- now it's little flying ammunition storage
bigger size and number of cities in planets
equip 2 particle or beam weapons
vonari scout raids in border and live evo sectors
dynamic change a map after discovery new POI
similar to or slightly greater number of missiles in the hold of the AI ​​- now it's little flying ammunition storage
bigger size and number of cities in planets
-
light487
- Ensign

- Posts: 30
- Joined: Sat Apr 28, 2012 10:19 am
New Frames & Inventory Console Features
In the end.. when there is all the resources and time available to develop this kind of title.. I want a living and breathing universe that procedurally generates itself and then, once it's been "explored", is stored on the server farm for others to see.. perhaps build up a colony there and so on.
These kind of open-ended, sand box space games have always filled me with the thirst of exploration but due to the limitation of technology, the amount of detail and procedurally generated content has lacked the fidelity that I desire to find when I discover a new world or a new region of space.
When the next "add-on" is released, we'll be able to walk on the surface of the planets we encounter.. I'd like there to be more than just a terraformed landscape to explore. I want to be able to find places of beauty and awe inspiring views.. I want to find little settlements of people to trade with.. perhaps rebels to fight with.. but I don't want it to feel hollow as if by them being there, or by them being destroyed, there is no reflection of their existance on the rest of the world.
I know.. I am asking a lot.. and what I am asking is still probably years away in development (decades even!) but that's what I would like.
These kind of open-ended, sand box space games have always filled me with the thirst of exploration but due to the limitation of technology, the amount of detail and procedurally generated content has lacked the fidelity that I desire to find when I discover a new world or a new region of space.
When the next "add-on" is released, we'll be able to walk on the surface of the planets we encounter.. I'd like there to be more than just a terraformed landscape to explore. I want to be able to find places of beauty and awe inspiring views.. I want to find little settlements of people to trade with.. perhaps rebels to fight with.. but I don't want it to feel hollow as if by them being there, or by them being destroyed, there is no reflection of their existance on the rest of the world.
I know.. I am asking a lot.. and what I am asking is still probably years away in development (decades even!) but that's what I would like.
-
Whitewolfkf
- Ensign

- Posts: 15
- Joined: Sun May 15, 2011 3:31 pm
- Location: Russia
New Frames & Inventory Console Features
a deeper economic system) i think will be good make a trade/mining/building/destroyers NPC`s on stations/planets and synchronize economic change for their work
Space Rangers game have a interest system: in this moment i order economic status on this/next cycle, and i can knowlege, what resources need a nearby stations/systems, and i can use it for my profit. I think it's would be nice looked in evo
I know, it very difficult to realize, but the dreaming is not harmful
Space Rangers game have a interest system: in this moment i order economic status on this/next cycle, and i can knowlege, what resources need a nearby stations/systems, and i can use it for my profit. I think it's would be nice looked in evo
I know, it very difficult to realize, but the dreaming is not harmful
-
Huw
- Ensign

- Posts: 14
- Joined: Thu Sep 17, 2009 9:04 pm
New Frames & Inventory Console Features
Sorry if it's already been suggested, but I'd really like to be able to switch HUD colour on the fly. This would help when transitioning between atmospheric and space flight.
-
DaveK
- Global Moderator

- Posts: 4161
- Joined: Mon Apr 19, 2010 9:04 pm
- Location: Leeds UK
New Frames & Inventory Console Features
In the URL you posted for SeeJay's site about equipment, there is a graph of the turn rates for all the wing classes (time in secs to turn 180o) when attached to the different frames - look up the basic agility of the frame and read up to the wing class and then across to the turn rateFrom post: 136817, Topic: tid=9023, author=Whitewolfkf wrote:1)i think will be great make *construct calculator* in game
in this time ship constructor not enough informative
we have a data of hull maneuverability and engine speed, but information about wings and engines is not complete - i don`t know how many rotation speed increase if i install MK1 or MK3 wings, or how speed have my hull in this engine if i not look at this site http://evochron.junholt.se/objectdescri ... object.htm
The info about the ship frames tells you their basic speed - the info about the engines tells you how much the engine increases the base speed by, so for example:
A Scorpion frame has a base speed of 519: add a Class 3 Voyage MK I engine and it will add 65.5 to the base speed making the top speed at IDS multiplier x1 = 584.5 (and at IDS multiplier x5 as top speed = 2922.5)
Bigger cargo bays are a very popular request and I think I read that Vice is doing something about them and the whole economy system generally, but making more people is a very intimate activity!From post: 136817, Topic: tid=9023, author=Whitewolfkf wrote:3) bigger cargo and more people in MP![]()
Callsign: Incoming

Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


-
Whitewolfkf
- Ensign

- Posts: 15
- Joined: Sun May 15, 2011 3:31 pm
- Location: Russia
New Frames & Inventory Console Features
a space litter system - when i drop my cargo, i want see container and possibility pick up it in future 
-
Marvin
- Global Moderator

- Posts: 14373
- Joined: Wed Mar 04, 2009 5:47 am
- Location: Fallon-Reno
New Frames & Inventory Console Features
From post: 137127, Topic: tid=9023, author=Whitewolfkf wrote:a space litter system - when i drop my cargo, i want see container and possibility pick up it in future
-
DaveK
- Global Moderator

- Posts: 4161
- Joined: Mon Apr 19, 2010 9:04 pm
- Location: Leeds UK
New Frames & Inventory Console Features
A new career option: Space Junk Monitoring Technician - or perhaps just another crewmemberFrom post: 137152, Topic: tid=9023, author=Marvin wrote:From post: 137127, Topic: tid=9023, author=Whitewolfkf wrote:a space litter system - when i drop my cargo, i want see container and possibility pick up it in futureYou can already see and pick up anything you drop. That is, until the sector is abandoned. If litter remained in-game after everyone left the sector ... by year's end, it would take two hours just to load the game into memory (assuming the program didn't crash some time prior to that).
Callsign: Incoming

Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam



