New Frames & Inventory Console Features

Tips, tactics, and general discussion for Evochron Legacy.
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Post by -splosives- »

Like I said, a wormhole doesn't work that way. When you create a wormhole, beginning and end of the wormhole are very close to eachother. All the space inbetween the 2 holes is all very far away.
It would be impossible to suddenly appear inbetween the 2 holes, because all that space is not connected to the wormhole in any way.
The closest distance to space when cancelling your jump would be back at the start of the wormhole.

In case you still don't understand, imagine going through a tunnel under a mountain.
If you suddenly decide you don't want to go through, you will be heading back to the entrance of the tunnel, and not end up on top of the mountain somewhere.


[Edited on 1-3-2013 by -splosives-]
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Post by littleboy »

From post: 154197, Topic: tid=9376, author=Hemlet wrote:I haven't exactly gone and read through 50+ pages of suggestions, so I have no idea if an idea like this has been brought up before or not (I'm suspecting it has), but something I personally think would be really awesome is if the Vonari had ships that were bigger than a regular Vonari Cruiser.

Like, really really big. Huge enough where it shows up as a definable object on the nav map big. Something which has a size and shape that can be clearly defined from well out of radar range, and once it is in radar range you're already flying through parts of it because it's so huge. (I'm probably reaching a bit here, but this is an idea more born from the awesomeness factor than it was born from game balance considerations.)

A ship that unleashes torrents of missiles and flak cannon fire and maybe even actual particle cannon fire in some spots. Something that's escorted by multiple Cruisers and a ton of Fighters and Interceptors and Bombers, that needs to be attacked at certain points to effectively destroy. It could be a new warzone contract to do, or even a random event in some of the tougher areas of the game that temporarily unifies all non-Vonari forces. There could be an actual Navy fleet present during this contract/event to help with bringing this monster down, and the reward for beating it would be substantial, be it free pieces of equipment scavenged from the wreck or a huge credit payoff (or potentially both).

Basically, when I think of a contract or event like this, I'm thinking of 3 things:

1) Just for a moment, imagine the explosion something that big would make. That in itself would make me incredibly happy

2) It would make the Vonari seem like more of a threat instead of having them just kind of hang around in the warzones waiting to be shot at.

3) It would provide a sort of "boss" for the game, a challenging fight even for combat veterans, and potentially something to consider loading up on big guns, heavily armoured ships, and heavy ordinance for.
not only

it could gather all human pilot against one single enemy... and that could be priceless fun

I can imagine the same as if Voranniri rion vinor... rhaa things out there.. decided one day to start a massive Evoverse invasion

large squad, capital ships everywhere attacking all clan stations... and this armada moving slowly to Earth :)
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Post by Frost N7 »

-AI equipment for military ships specifically, it would act as a navigator and another role in later models.
And the idea of added more stuff to the universe to explore and improve is a great idea , to add to it
-more missions and distress calls . Among them gigantic battles with 20+ fighters and upwards of 5 carriers, you would recieve it as a distress call and get an appropriate amount of money.
-An official story/quest line outside of the img or contunuing it to much more advanced systems.

Heh , lel

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Post by Marvin »

From post: 154297, Topic: tid=9376, author=Frost N7 wrote:-An official story/quest line outside of the img or contunuing it to much more advanced systems.
:cool: Yeah, that's possible. If it gets done, let's hope somebody will take the time to actually complete it. 'Cause scripting a new quest is a real time-consumer.
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Post by Rubber Chicken »

Random pop-up anomolies you can employ a science officer or advanced scanner (for Military ships) to 'study'. Sometimes for perks and sometimes for an ill effect. What the perks/ill effects would be I haven't really thought out.

Perhaps one ill effect could be random missile detonation - while it's still on your hard point.:o
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Post by Marvin »

From post: 154321, Topic: tid=9376, author=Rubber Chicken wrote:Perhaps one ill effect could be random missile detonation - while it's still on your hard point.:o
:P Imagine the complaints that would provoke. The least you'd need is a message from the science officer warning you of impending disaster. 3 ... 2 ... (quick save) 1 ... ka-boom!
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Post by Rubber Chicken »

Well the player would get some sort of warning from their crew that the unknown anomaly may be dangerous or even deadly. That should be enough of a clue to the player to approach with discretion.

On the other side of things, the perks would be sweet enough that a player just might risk heavy damage / destruction.

Also if the player quicksaved in a safe area next to the anomoly, when they respawned it would be gone. One shot deal.
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Post by Frost N7 »

maybe just everyday miss-haps , like if you have a cruddy ship that's damaged your fuel lines could explode without warning D: , or a battery somewhere dies in the navigation XD

Heh , lel

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Post by SeeJay »

One thing I liked in Freelancer was the "Highways" that got you from point A to B pretty fast.
I think it used some kind of hyperspace technique (Not WH).

Sometimes you got shot at traveling in it by some kind of Disruptor Missile that slowed you down and pirates
attacked you. Very cool.

Maybe we could get a device to build those kind of highways and also have the disruptor missiles included?
That way we could build a network to unknown systems after we discover them. Also weapons to destroy
them would be great fun.
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Post by hank »

More War Zones off the peripheral systems (i.e., Rigel WZ or Alpha Centauri WZ). And if more WZ's please include planets like Sierra WZ. Possibly WZ w/Planet and orbiting moon.

Possibly along the "southwest" sectors create a new threat. Another race other than Vonari. Not that I have anything agaisnt the red Vonari, they make good targets.

Have a nice day


(I'm sure this has already been suggested but my post = another vote for it in future plans)


[Edited on 1-4-2013 by hank]
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Post by Vivicector »

One thing I liked in Freelancer was the "Highways" that got you from point A to B pretty fast.
Heh, yea! Loved that things. However, those highways will be off place here, since we have both Jumpgates and hyperdrive. But you still got a point! Live of player in Evochron is too simple and predictable. Even hostile systems are very easy to be in, once you get a hand on it. So, I would advise to change that!

Vice, please. Add some kind of Fulcrum jammer device. After activation, it shuts down any jump drives in radius, preventing people from jumping out. More than that, if a blocked zone is between the player and the destination of his jump, then jump will be interrupted. Just as well, AI needs to learn using those things. This will make player's life harder and more interesting. Imagine getting some fulcrum torpedoes for trade, then jumping to the gates... But suddenly jump is interrupted and pirates command you to drop your cargo or die. Then player drops cargo and leaves, fights and kills them or tries to run away on speed to leave the jammer range.
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Post by Marcellus »

The lynx missile already prevents you from jumping upon impact.

[Edited on 1-4-2013 by Marcellus]
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Post by Marvin »

From post: 154356, Topic: tid=9376, author=Marcellus wrote:The lynx missile already prevents you from jumping upon impact.
And the problem with having the AI employ something like a Lynx is you couldn't tell if it was deliberate or a bug in the game.
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Post by Vivicector »

The lynx missile already prevents you from jumping upon impact.
Yep. Only if it will hit you. Rare thing for a missile. Can't block a big radius of space. And definitely can't throw you out of jump in the middle of a hostile group, wishing to steal your cargo =)
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Post by Marcellus »

It's not a rare thing anymore, since the expansion, missiles have a greater chance of hitting your ship now. CM aren't as good as it used to thess days even if you time the missile audio beeps.

[Edited on 1-4-2013 by Marcellus]
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Post by littleboy »

dont wait for red alert, in yellow, send 2 CM, c c, fast, never one, always 2 and fast and during yellow alert
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Post by Frost N7 »

A hardcore mode for experienced pilot you die and either pay up and/or lose your profile. For more of a challenge.

Heh , lel

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Post by Destro »

Apologies if this has already been suggested before (I think I might have, actually, in a previous post):

I'd like to see more variety in planet and asteroid composition. It seems that every planet has an infinite abundance of precious metals no matter where you mine, and every atmosphere has the same gases present. It would add new depth to the mining profession if you had to prospect, scouring a planet's surface for resources and ore deposits localized in mountain ranges or deep canyons. Also, the oceans seem rather shallow, as I haven't yet found a planet where I can completely submerge my walker. :)

Maybe platinum and gold should be rarer and more valuable as well?
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Post by Destro »

In response to the topic of Freelancer-style "highways", maybe instead, the AI traffic could follow established trade lanes. Not defined, transponder-marked routes, mind you, but well-known coordinate paths that most civilian traffic follows that the local military/police force regularly patrols, and have more convoy-oriented traffic for security. Would add more depth to the game rather than the (seemingly) random traffic now. Or maybe I just haven't paid enough close attention yet...
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Post by littleboy »

From post: 154853, Topic: tid=9376, author=Destro wrote:Apologies if this has already been suggested before (I think I might have, actually, in a previous post):

I'd like to see more variety in planet and asteroid composition. It seems that every planet has an infinite abundance of precious metals no matter where you mine, and every atmosphere has the same gases present. It would add new depth to the mining profession if you had to prospect, scouring a planet's surface for resources and ore deposits localized in mountain ranges or deep canyons. Also, the oceans seem rather shallow, as I haven't yet found a planet where I can completely submerge my walker. :)

Maybe platinum and gold should be rarer and more valuable as well?

was thinking about anew module dedicated to ore search

kind of "Ore Scanner"

which coupled to Science Officer could give a mapped composition of planets, showing where to search what...

could work for gaz and astero as well...

and other factions could not buy/install it maybe...

this could be good way to personalize a little each frame...
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Post by hank »

More capital ship designs. I'm a big fan of Homeworld 2 (complex) and they have some very nice capital ship designs. I'm not saying what we have now is not attractive but variety is a good thing. We have one design for a destroyer, cruiser, battleship and command ship. I would like to see more ships; such as a battle cruiser, an escort carrier, an AA oriented destroyer, etc. And the same applies to Vonari ships (I only see one Vonari ship, if there are more they appear to be very similar).

And on the same topic, I tried using the 1.8xx high detailed cap ship mod and it did not work (or in other words they were very small - just a little bigger than a civ ship). Is there any possibility of a revision to this mod for 2.xx?


[Edited on 1-7-2013 by hank]
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Post by Frost N7 »

i agree more ships , and much more significant differences between them

Heh , lel

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Post by Viper »

From post: 154930, Topic: tid=9376, author=hank wrote:And on the same topic, I tried using the 1.8xx high detailed cap ship mod and it did not work (or in other words they were very small - just a little bigger than a civ ship). Is there any possibility of a revision to this mod for 2.xx?
Yes, all ships in v2.x are much larger than before, that includes the cap ships. All that is needed is someone to take the time to increase the size of their meshes, hop in game to check, adjust a little more until they are correct.
I had a go at it just before the expansion was released, but due to a lack of good DirectX importers for my 3D program and the extremely annoying orientation issues I got with the only importer I could find (after importing the mesh would sit nose-up or upside-down for example, which also gave problems when exporting them again), I finally gave up.

If there's someone who could point me to a good DirectX importer for either 3dsMax or Blender (pref. 3dsMax), which does not cause the Uber-annoying orientation issues, I'd happily do it when I have the time for it.
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Post by JimmyTheDeath »

From post: 154180, Topic: tid=9376, author=Vivicector wrote:So, what do you think about spicing up exploring by adding artifacts in some of the uncharted systems? Artifacts can be the things, that add up some small, but cool upgrades to player's ship. The bonuses can be "Jump drive range: +2 sectors per jump", "Engine fuel consumption lowered by 20%", "Hull self-repairs without the need for repair system", "Higher exit speed after the jump", "20% better speed-up curve after speed of 2000" and so on. Nothing that will directly change the actual battle effectiveness, just some little pleasant things. Civilian ships can use 1, 2 or 3 artifacts at the same time (depending on class). Military ships can use 1 or 2, depending on class.

Artifacts can be positioned randomly in uncharted systems. One or two can be in Andromeda or WolfSpace, others - scattered among those numberless "numerical" star systems. They should be rare, like one per 15-20 star systems.

[Edited on 1-3-2013 by Vivicector]
i like this idea too but instead of fixed locations how about Drops from engagements.
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Post by Marvin »

From post: 155029, Topic: tid=9376, author=JimmyTheDeath wrote:i like this idea too but instead of fixed locations how about Drops from engagements.
:cool: Happens already ... and quite often. Some of my favorite items were collected while in a terrain walker ... a lot of it being Class 5 equipment.