New Frames & Inventory Console Features

Tips, tactics, and general discussion for Evochron Legacy.
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New Frames & Inventory Console Features

Post by Major Grubert »

From post: 139804, Topic: tid=9376, author=Marvin wrote::o I always thought the target's velocity readout was its speed. It's what I use to maintain position when escorting a capital ship ... and it seems to work.
it is not distance ?
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Post by Marvin »

:cool: All I know is I match the readout, using my throttle. And, when the two read the same, I'm stationary relative to the cap ship.
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Post by Dingo »

From post: 139814, Topic: tid=9376, author=Marvin wrote::cool: All I know is I match the readout, using my throttle. And, when the two read the same, I'm stationary relative to the cap ship.
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Post by KingArthur »

@Marv. But the TARGET SPEED Doesn't Appear on the HUD, only on the ccpit3 Screen.
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Post by Marvin »

:cool: True. Where on the HUD should it be displayed (one of your screenshots would be helpful)?
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Post by Major Grubert »

From post: 139814, Topic: tid=9376, author=Marvin wrote::cool: All I know is I match the readout, using my throttle. And, when the two read the same, I'm stationary relative to the cap ship.
you set your speed on relative distance, this means you match relative speed of the capital ship, but when i stay same place in space and a ship come to me, this readout is distance from target to me... you know because of missile locking system that react about target distance...

or is there a key that change readout from relative distance to speed of target (not the match target speed one that already exist) ??
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Post by KingArthur »

@MARV. Just Under "Vel:" on the Hud. Lower Right Hand. "SET" Just Shows your Set Throttle Speed in INERTIAL/IDS. Kinda Usless. If you Want to MATCH the Speed of a Ship Use "MATCH".

The "Set" Would Be Replaced By a Mimic of Your Targets Speed as Shown on your ccpit3 Screen. But NO MORE TAKING YOUR EYES OF THE TARGET in PvP to Check His Speed.
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Post by Marvin »

:cool: In most fighter jets, the radar only displays overtake ... also called (IIRC) Vc (vee sub-see). Pilots evidently get a big kick out of calculating target speed by adding or subtracting (depending on the geometry) TAS from the readout. Bunch of showoffs, really.
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Post by Sinbad »

Something discussed in the thread about illegal missions I think would be good to insert here...

Random scans by AI Navy ships looking for illegal contraband would be fun. If you were quick you could jettison your illegal cargo before they detected it and then pick it up again when they've gone (idea from Nigel_Strange).

Contracts that require you to scan suspected pirate ships (not just the capital ships as it is now) would be fun... the target could start out as yellow (neutral) and change to red (hostile) when you start scanning, and then attack you.

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Post by Agent Zirdik »

I like the idea of illegal missions.

Also, I think it would be fun if crew members had full names (even if they were randomly generated) and portraits. I would like to get attached to them.
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Post by Maarschalk »

From post: 140155, Topic: tid=9376, author=Agent Zirdik wrote:
Also, I think it would be fun if crew members had full names (even if they were randomly generated) and portraits. I would like to get attached to them.
I would not get to close and personal, mixing bussiness with pleasure can be devastating in the vastness of space, specialy in the Evochron Universe!........;):P:cool:
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Post by Agent Zirdik »

From post: 140156, Topic: tid=9376, author=Maarschalk wrote:
From post: 140155, Topic: tid=9376, author=Agent Zirdik wrote:
Also, I think it would be fun if crew members had full names (even if they were randomly generated) and portraits. I would like to get attached to them.
I would not get to close and personal, mixing bussiness with pleasure can be devastating in the vastness of space, specialy in the Evochron Universe!........;):P:cool:
Oh I dunno. During those long trips in space it would be nice to have something to do . . . and someone to do it with ;)
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Post by Letoras »

From post: 140169, Topic: tid=9376, author=Agent Zirdik wrote:
From post: 140156, Topic: tid=9376, author=Maarschalk wrote:
From post: 140155, Topic: tid=9376, author=Agent Zirdik wrote:
Also, I think it would be fun if crew members had full names (even if they were randomly generated) and portraits. I would like to get attached to them.
I would not get to close and personal, mixing bussiness with pleasure can be devastating in the vastness of space, specialy in the Evochron Universe!........;):P:cool:
Oh I dunno. During those long trips in space it would be nice to have something to do . . . and someone to do it with ;)
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Post by stenni »

This is my first post. I love the game and would like to offer my thoughts for whatever they're worth as to features which may benefit the single-player experience. I apologise if these ideas have been discussed before.

I would like to feel more nerves in the black vacuum of space.
I want to be at the mercy of the fickle randomness of the galaxy.

1) The persistent threat of anomalies and events in space e.g
- unusual objects/floating cargo
- derelict space hulks for our recently serviced mechs to explore
- random wormholes which may take you to God knows where
- random asteroid fields comprised of unique properies
- other phenomena which could be surveyed and reported (for a fee)
- Space lifeforms with random characteristics
- System specific phenomena which may affect the ship/crew
- odd missions/quests only available via NPCs in deep space

2) I think crew management could be expanded in a way I've never seen in any other game (someone please tell me otherwise).

- Clashing crew personalities which affect performance and crew harmony
- The ability to reward/punish your crew
- The ability to canvas the crew's opinion on what task/objective to do next (causing potential conflict or increasd morale)
- The ability to send away teams to moons/planets for specific purposes
- Crew moral/alignment development

3) It would be great if there were a few issues aboard your vessel to manage during general flight:
- Maintenance levels on all main systems
- Random failures based on your efficiency and crew
- Smaller/less well equipped ships to require less management

I think the seamlessness of this gargantuan space sim ought to be used so that when you dare to venture out into the void, you simply don't know what you're going to face next and that a good pilot or good captain is well prepared to deal with threats or exploit whatever opportunity arises.
The core game is great, but the spaces in between might benefit from more attention.
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New Frames & Inventory Console Features

Post by Maarschalk »

From post: 140211, Topic: tid=9376, author=stenni wrote:This is my first post. I love the game and would like to offer my thoughts for whatever they're worth as to features which may benefit the single-player experience. I apologise if these ideas have been discussed before.

I would like to feel more nerves in the black vacuum of space.
I want to be at the mercy of the fickle randomness of the galaxy.

1) The persistent threat of anomalies and events in space e.g
- unusual objects/floating cargo
- derelict space hulks for our recently serviced mechs to explore
- random wormholes which may take you to God knows where
- random asteroid fields comprised of unique properies
- other phenomena which could be surveyed and reported (for a fee)
- Space lifeforms with random characteristics
- System specific phenomena which may affect the ship/crew
- odd missions/quests only available via NPCs in deep space

2) I think crew management could be expanded in a way I've never seen in any other game (someone please tell me otherwise).

- Clashing crew personalities which affect performance and crew harmony
- The ability to reward/punish your crew
- The ability to canvas the crew's opinion on what task/objective to do next (causing potential conflict or increasd morale)
- The ability to send away teams to moons/planets for specific purposes
- Crew moral/alignment development

3) It would be great if there were a few issues aboard your vessel to manage during general flight:
- Maintenance levels on all main systems
- Random failures based on your efficiency and crew
- Smaller/less well equipped ships to require less management

I think the seamlessness of this gargantuan space sim ought to be used so that when you dare to venture out into the void, you simply don't know what you're going to face next and that a good pilot or good captain is well prepared to deal with threats or exploit whatever opportunity arises.
The core game is great, but the spaces in between might benefit from more attention.

These are all great Ideas, just need a computer that can handle so much randomness on a multiplayer Server!.....;):P:cool:
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Post by Letoras »

It would be nice to have water resources and cooling system on ship for them to be damaged in combat and ressuply them as well.
Running out of water (by damage or run out) would affect cooling system (oxygen remains but heat inside cockpit rises).
Running out of oxygen would give you limited time to reach a station for refuelling and repairing the ship.

Don't know how hard it is to add on more parameters on the game (except from where to show them in cockpit).
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Post by Major Grubert »

I was thinking yesterday about possibility to create folders of saved nav points... could be really cool to be able to organise all that a little...
like "trade route" folder, "strange things" one "where to go back for search more" one :)
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Post by Marvin »

From post: 140469, Topic: tid=9376, author=Major Grubert wrote:I was thinking yesterday about possibility to create folders of saved nav points... could be really cool to be able to organise all that a little...
like "trade route" folder, "strange things" one "where to go back for search more" one :)
:cool: In your main game folder, check maplogn.sw for your currently saved nav points (in coordinate form). They can be organized however you want.
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Post by Major Grubert »

From post: 140471, Topic: tid=9376, author=Marvin wrote:
From post: 140469, Topic: tid=9376, author=Major Grubert wrote:I was thinking yesterday about possibility to create folders of saved nav points... could be really cool to be able to organise all that a little...
like "trade route" folder, "strange things" one "where to go back for search more" one :)
:cool: In your main game folder, check maplogn.sw for your currently saved nav points (in coordinate form). They can be organized however you want.
but then, how it looks in game ?

i'm gonna try
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Post by Agent Zirdik »

@Letoras, I don't know exactly what it is for, but in the screenshots of the expansion's HUD, there is some sort of meter above where the MDTS icon is that is called "heat". I don't know if that refers to a ships coolant for engines or weapons or something, or whether it's an indicator to help people with safe reentry for a planet, but either way, very interesting! :)
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Post by Letoras »

From post: 140473, Topic: tid=9376, author=Agent Zirdik wrote:@Letoras, I don't know exactly what it is for, but in the screenshots of the expansion's HUD, there is some sort of meter above where the MDTS icon is that is called "heat". I don't know if that refers to a ships coolant for engines or weapons or something, or whether it's an indicator to help people with safe reentry for a planet, but either way, very interesting! :)
This is for engines as far as i know.......yes it's very interesting this feature.
It would be nice to have more detailed damage of the ship, now it is a little bit "empty", ofcorse i have no idea how damage works (i mean if it really matters where you shoot or is it just a number coming down).


p.s. Expansion "leaks" rise up the anticipation.
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Post by Agent Zirdik »

I think another good idea would be the ability to command a personal capital ship. Nothing fancy, but . . .
1. You would be able to give it destination coordinates to jump to
2. It would defend you if you came under attack, and thus you could call it for reinforcement if you are overwhelmed
3. You could dock with it like a carrier or a station, refueling and such, and ride with it when it jumped, that way groups of Player-pilots could travel with it to a location and scramble.
4. It would have better jump drives so that it could traverse longer distances safely, although fuel should still probably be a concern
5. Perhaps there should be a system for determining who commands it, maybe if you aren't in a clan you can purchase one for yourself, but if you are in a clan, the pilot with the highest rank gets to command it
6. You should be able to name it and give it a clan tag too.

[Edited on 7-14-2012 by Agent Zirdik]
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Post by KingArthur »

I Think The Idea of a "CORVETTE" Class Ship has Been Around as Long as EM Has Existed. I Don't See it Becoming a GAME OPTION For MANY Reasons, Not the Least Bieng VICE would Have To CREATE and INTEGRATE an ENTIRELY NEW MODEL into The Game. As You See Now, ALL MIL SHIPS Are Basically THE SAME MODEL With DIFFERENT Program Aspects Giving it DIFFERENT FLIGHT and COMBAT CHARECTERISTICS as Well a Having Different SKINS.

A CORVETTE Would Have to Be CONSTRUCTED FROM SCRATCH, I THINK. I'm Not "MODELLING SAVVY", but You Can See the Amount of TIME and EFFORT It Would Take to CREATE This NEW SHIP and PROGRAM it's CHARECTERISTICS to FIT Into the GAME.
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Post by Agent Zirdik »

Although I don't see why this would be HARDER than the coding he's already done, seeing as it will have much more LIMITED CHARACTERISTICS compared to the ships we already fly in, I can imagine that it would be a lot of work. Still, Vice has done INCREDIBLE THINGS so far, things I wouldn't have expected of an INDIE SPACE-SIM, I don't see why he couldn't pull this off too! He's got a lot of talent and it shows. I mean if he can add TERRAIN-WALKERS to the game . . .

But it's his game, and he should develop it the way he things is best and at his pace. But it's still an idea I'd like to bump!
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Post by Marvin »

From post: 140593, Topic: tid=9376, author=Agent Zirdik wrote:Although I don't see why this would be HARDER than the coding he's already done....
:cool: Building a second ISS probably wouldn't be any harder than building the first ... but it would still take a whole lot of time and money.