New Frames & Inventory Console Features
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Rubber Chicken
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New Frames & Inventory Console Features
I'd like to see the 'No cargo space available for material (x)' message have it's own separate out of the way line, instead of being part of the chat. When you have 4 out of 5 of your cargo bays filled and there's alot of chat happening, mining can be a bit obstructive.
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Maarschalk
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New Frames & Inventory Console Features
I would suggest the same for Auto jumping to a far Destination for the Not enough energy to jump statement!.....From post: 155072, Topic: tid=9376, author=Rubber Chicken wrote:I'd like to see the 'No cargo space available for material (x)' message have it's own separate out of the way line, instead of being part of the chat. When you have 4 out of 5 of your cargo bays filled and there's alot of chat happening, mining can be a bit obstructive.
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Marvin
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New Frames & Inventory Console Features
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Freyon
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For now, all I'd like is toggle to reverse thrusters. Maybe an Alt combo?
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Marvin
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From post: 155114, Topic: tid=9376, author=Freyon wrote:For now, all I'd like is toggle to reverse thrusters. Maybe an Alt combo?
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Storwiz
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What about to add more life in cities? I don't know how... Maybe add simple sprite models of city traffic or flashing lights on buildings, or (oh, my dreams) walkers guarding the city, or air defence installations... something that moving to make atmosphere of real city. At the moment space station looks more alive than the city.
Ok, the size of robots somehow explained in the technical guide, but who can explain why the trees and bushes are so big (>100m)? This is certainly a very good game, but I think that that all objects need to match one scale.
Please return death from collision with planet surface because there is way to make a hyperjump from the planet surface to the space!
[Edited on 1-9-2013 by Storwiz]
Ok, the size of robots somehow explained in the technical guide, but who can explain why the trees and bushes are so big (>100m)? This is certainly a very good game, but I think that that all objects need to match one scale.
Please return death from collision with planet surface because there is way to make a hyperjump from the planet surface to the space!
[Edited on 1-9-2013 by Storwiz]
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Marvin
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New Frames & Inventory Console Features
From post: 155132, Topic: tid=9376, author=Storwiz wrote:Ok, the size of robots somehow explained in the technical guide, but who can explain why the trees and bushes are so big (>100m)? This is certainly a very good game, but I think that that all objects need to match one scale.
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hank
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New Frames & Inventory Console Features
I would like to see a setting to reduce the number of chat lines or change its position (to the left) and/or width.
When in MP, i have to constantly hit numpad * to clear the text because with long messages, after a dozen or more inputs from players (and system messages) it begins to cover up the left side my central HUD instruments (like weapon settings, grav, etc).
If there is a mod to change those settings please point me to them. At the most inopportune times I have reach up to numpad-* and clear it out. I don't have many keys left in easy reach to reassign for it.
When in MP, i have to constantly hit numpad * to clear the text because with long messages, after a dozen or more inputs from players (and system messages) it begins to cover up the left side my central HUD instruments (like weapon settings, grav, etc).
If there is a mod to change those settings please point me to them. At the most inopportune times I have reach up to numpad-* and clear it out. I don't have many keys left in easy reach to reassign for it.
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Rubber Chicken
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New Frames & Inventory Console Features
Right clicking the 'up' arrow at the top of the chat bar reduces the text to 3 lines. Right click again to view the full chat window.
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Marvin
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... You can also limit the number of chat message lines displayed to three by right clicking on this button to activate the reduced text mode. This mode also removes most of the control buttons. Right clicking on the button again will return to the default text mode.
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caidicus
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New Frames & Inventory Console Features
Whether my ideas have been mentioned or not, I'm not sure, but I'd just like to express myself.
I like that there are unique items (mantis drive, CM launcher, platinum beam) to be found in special markets, I think these things should be expanded on greatly.
Evochron is an excellent game, and one of the most impressive "first experiences" a video game has to offer. This is largely on account of how random and unexplored it feels. After playing for a few days, it's easy to get the feeling, with a little help from google, that the universe is actually quite limited.
There are plenty of things to see, and their locations are completely documented on a readily available map site. I don't wish to see their locations changed and make those references obsolete, I'd just like it if certain things happened randomly.
This would go along quite well with the initial feeling on gets from Evochron, that the Universe is a large and unexplored thing, with many surprises to be found.
More celestial bodies, more black holes, wormholes, shipwrecks (giant things that can be flown around in, and may contain something useful or valuable), and as the first poster said, more things on the surface of planets.
The walker was just introduced, but aside from convincing a friend that they should get into one, or mining... It lacks purpose. Why not npc walkers or gliders guarding weapon stores or the co-ordinates of a lost secret somewhere in space or on the planet?
I would like to see more anchorable structures for space, and why not for the planets, as well? For space, claiming a system is awesome, but drive the mechanics further. Allow claim to activate more system features. Defences like turrets that can be anchored around stations and will fire on npc's that are red to that clan, or on non clan players. This could, of course, be limited to player built stations, and excluded from Sapphire, but also configurable in the server file.
While we're on the topic of servers, it would be nice if there were a server setting forcing players to start a new player for that server, and that would be saved by the server (as well as the client) with a quick check to make sure things matched when the player left the last time.
No more super massive players from other servers, just to cause grief.
Still on the subject of server configuration, if you're to encourage people to get more into personal servers, give more options in the configs. Max number of player made stations in system, randomly generated spacial object generation (for things like black holes, shipwrecks, and other discoverable objects) and ability to set occurrence probability.
Add the ability to make death non-permanent, instead of dying and reloading, just have them sent back to their home station, with a message about losing some money or equipment during salvaging.
My main point of all of this is to think beyond the initial wow of evochron and give players more reasons to play Evo for months or even years instead of just weeks.
The last thing that I'd absolutely love, and perhaps even more than anything mentioned before, is regular content updates. More added to the universe. The custom weapon creation is an absolutely awesome addition. Do more of this. Add more items, and make sure that the universe can supply a reason for wanting these things.
I'm absolutely loving the game, and I want to keep loving it and be enticed. I don't know how accurate my guess is, but I think that when players finally see the true boundaries of the world they're playing in, it becomes less enticing, less amazing. Hopefully, content updates like we've just seen can keep players feeling that sense of awe that struck anyone lucky enough to truly get into Evochron Mercenary.
There's my two cents.
-Caid.
I like that there are unique items (mantis drive, CM launcher, platinum beam) to be found in special markets, I think these things should be expanded on greatly.
Evochron is an excellent game, and one of the most impressive "first experiences" a video game has to offer. This is largely on account of how random and unexplored it feels. After playing for a few days, it's easy to get the feeling, with a little help from google, that the universe is actually quite limited.
There are plenty of things to see, and their locations are completely documented on a readily available map site. I don't wish to see their locations changed and make those references obsolete, I'd just like it if certain things happened randomly.
This would go along quite well with the initial feeling on gets from Evochron, that the Universe is a large and unexplored thing, with many surprises to be found.
More celestial bodies, more black holes, wormholes, shipwrecks (giant things that can be flown around in, and may contain something useful or valuable), and as the first poster said, more things on the surface of planets.
The walker was just introduced, but aside from convincing a friend that they should get into one, or mining... It lacks purpose. Why not npc walkers or gliders guarding weapon stores or the co-ordinates of a lost secret somewhere in space or on the planet?
I would like to see more anchorable structures for space, and why not for the planets, as well? For space, claiming a system is awesome, but drive the mechanics further. Allow claim to activate more system features. Defences like turrets that can be anchored around stations and will fire on npc's that are red to that clan, or on non clan players. This could, of course, be limited to player built stations, and excluded from Sapphire, but also configurable in the server file.
While we're on the topic of servers, it would be nice if there were a server setting forcing players to start a new player for that server, and that would be saved by the server (as well as the client) with a quick check to make sure things matched when the player left the last time.
No more super massive players from other servers, just to cause grief.
Still on the subject of server configuration, if you're to encourage people to get more into personal servers, give more options in the configs. Max number of player made stations in system, randomly generated spacial object generation (for things like black holes, shipwrecks, and other discoverable objects) and ability to set occurrence probability.
Add the ability to make death non-permanent, instead of dying and reloading, just have them sent back to their home station, with a message about losing some money or equipment during salvaging.
My main point of all of this is to think beyond the initial wow of evochron and give players more reasons to play Evo for months or even years instead of just weeks.
The last thing that I'd absolutely love, and perhaps even more than anything mentioned before, is regular content updates. More added to the universe. The custom weapon creation is an absolutely awesome addition. Do more of this. Add more items, and make sure that the universe can supply a reason for wanting these things.
I'm absolutely loving the game, and I want to keep loving it and be enticed. I don't know how accurate my guess is, but I think that when players finally see the true boundaries of the world they're playing in, it becomes less enticing, less amazing. Hopefully, content updates like we've just seen can keep players feeling that sense of awe that struck anyone lucky enough to truly get into Evochron Mercenary.
There's my two cents.
-Caid.
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hank
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New Frames & Inventory Console Features
thank you very much ... there's so much to read ... sorry I missed it ... and I've never thought to change the text mode
(i thought that up arrow was to scroll up ... I never used it)
[Edited on 1-10-2013 by hank]
Thanks all over again ... I had clicked on the X in the upper left of the text window before but only Left MB which clears the window (like numpad *). That plus changing the text mode helps tremendously. That's been a thorn in the pilot seat for weeks.
[Edited on 1-10-2013 by hank]
(i thought that up arrow was to scroll up ... I never used it)
[Edited on 1-10-2013 by hank]
Thanks all over again ... I had clicked on the X in the upper left of the text window before but only Left MB which clears the window (like numpad *). That plus changing the text mode helps tremendously. That's been a thorn in the pilot seat for weeks.
[Edited on 1-10-2013 by hank]
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Freyon
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New Frames & Inventory Console Features
I know you can reverse it by holding the key. But I meant a toggle, as in, I press Alt+/ and I don't have to hold it anymore to engage reverse.From post: 155119, Topic: tid=9376, author=Marvin wrote:From post: 155114, Topic: tid=9376, author=Freyon wrote:For now, all I'd like is toggle to reverse thrusters. Maybe an Alt combo?Thrusters or main engines? If main engines, the throttle combined with the slash key (/) will engage reverse.
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Maarschalk
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If you have a programmable throtle control stick you can asign the Keys to your throtle. It works for me setting the throtle in Extreme Reverse!....From post: 155272, Topic: tid=9376, author=Freyon wrote:I know you can reverse it by holding the key. But I meant a toggle, as in, I press Alt+/ and I don't have to hold it anymore to engage reverse.From post: 155119, Topic: tid=9376, author=Marvin wrote:From post: 155114, Topic: tid=9376, author=Freyon wrote:For now, all I'd like is toggle to reverse thrusters. Maybe an Alt combo?Thrusters or main engines? If main engines, the throttle combined with the slash key (/) will engage reverse.
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Marvin
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Evidently, there already is a setting like that. Check the French connection.While we're on the topic of servers, it would be nice if there were a server setting forcing players to start a new player for that server, and that would be saved by the server (as well as the client) with a quick check to make sure things matched when the player left the last time.
Except, of course, for the contracts which can only be completed in a TW.The walker was just introduced, but aside from convincing a friend that they should get into one, or mining... It lacks purpose.
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hank
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New Frames & Inventory Console Features
a couple more on my list
Asteroid rings around some of the planets. (most definitely around ringed planets in war zones ... at least one or two planets in WZ's) I have already asked for a couple more warzones. Combat missions dodging a ring of asteroids would be a blast.
Be able to build military ships. Or at least add the ability to vary hardpoints, CM, cargo bays and fuel tank size. Keep the engines and shields as they are. Add a few more basic frames including a bomber (or cap ship striker).
have a nice day
Asteroid rings around some of the planets. (most definitely around ringed planets in war zones ... at least one or two planets in WZ's) I have already asked for a couple more warzones. Combat missions dodging a ring of asteroids would be a blast.
Be able to build military ships. Or at least add the ability to vary hardpoints, CM, cargo bays and fuel tank size. Keep the engines and shields as they are. Add a few more basic frames including a bomber (or cap ship striker).
have a nice day
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Marvin
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From post: 155379, Topic: tid=9376, author=hank wrote:Be able to build military ships.
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Sherlock
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New Frames & Inventory Console Features
I think it would be cool if planet and asteroid collision was a bit more precise. The way it is now, you crash into planets and asteroids before your ship actually touches them, which is seriously misleading o.O.
This would allow you to actually land on a planet surface. Whereas at the moment, you go as far down and turn off ur engines and u just hover above the ground
I think it would also be cool to have some more modanle assets; the ones we have are great, but there are still many more I'd love to be able to play with :3
(Namely that flash at the end of jump-tunnels, blackhole disks, those flashing 'runway' lights at jumpgates and stations and ships, and the texture on wormhole event horizons)
[Edited on 11-1-2013 by Sherlock]
This would allow you to actually land on a planet surface. Whereas at the moment, you go as far down and turn off ur engines and u just hover above the ground
I think it would also be cool to have some more modanle assets; the ones we have are great, but there are still many more I'd love to be able to play with :3
(Namely that flash at the end of jump-tunnels, blackhole disks, those flashing 'runway' lights at jumpgates and stations and ships, and the texture on wormhole event horizons)
[Edited on 11-1-2013 by Sherlock]
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Maarschalk
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It is your shields and IDS system that prevents you from hitting a planet or astroid directly. But if you go at to high of a speed into an astroid the pressure of the shock wave of your Shields crumbles your ship just like atmospheric pressure when you dive deep into the ocean starts crumbling a submarine that can not withstand the deep dive pressures!.....From post: 155447, Topic: tid=9376, author=Sherlock wrote:I think it would be cool if planet and asteroid collision was a bit more precise. The way it is now, you crash into planets and asteroids before your ship actually touches them, which is seriously misleading o.O.
This would allow you to actually land on a planet surface. Whereas at the moment, you go as far down and turn off ur engines and u just hover above the ground
I think it would also be cool to have some more modanle assets; the ones we have are great, but there are still many more I'd love to be able to play with :3
(Namely that flash at the end of jump-tunnels, blackhole disks, those flashing 'runway' lights at jumpgates and stations and ships, and the texture on wormhole event horizons)
[Edited on 11-1-2013 by Sherlock]
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Frost N7
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It would be neat to have astroids hit each other/stations. why do they explode when shot though?
Heh , lel
~[N7]Frost
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Marvin
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Many of them contain hydrogen which, when heated, tends to explode.From post: 155894, Topic: tid=9376, author=Frost N7 wrote:why do they explode when shot though?
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Frost N7
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<img src=http://www.ratemyfunnypictures.com/wp-c ... 40x364.jpg>From post: 155929, Topic: tid=9376, author=Marvin wrote:Many of them contain hydrogen which, when heated, tends to explode.From post: 155894, Topic: tid=9376, author=Frost N7 wrote:why do they explode when shot though?
i love when science works out
Heh , lel
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-splosives-
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Actually, Hydrogen will only combust (not explode) when there's an excess amount of Oxygen nearby with following reaction: 2H2+O2 -> 2H2OFrom post: 155929, Topic: tid=9376, author=Marvin wrote:Many of them contain hydrogen which, when heated, tends to explode.From post: 155894, Topic: tid=9376, author=Frost N7 wrote:why do they explode when shot though?
The only option to make Hydrogen explode is through nuclear fusion, but it requires a lot more energy than a couple of shots from a particle cannon.
Trust me, I'm a chemical engineer

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Frost N7
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from a noob standpoint chemistry wise , hydrogen burns a bit differently , so maybe a larger amount (think about the scale of the T-walker to ship to buildings) possibly compressed (basically rocket fuel if i'm right) with other unknown gasses and whatnot . it seems "plausible" there's just one detail we're probably missing about the weapons used on the giant space rocks 
Heh , lel
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-splosives-
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Rocket fuel is liquid hydrogen mixed with liquid oxygen. Same reaction.From post: 156003, Topic: tid=9376, author=Frost N7 wrote:(basically rocket fuel if i'm right) with other unknown gasses and whatnot . it seems "plausible" there's just one detail we're probably missing about the weapons used on the giant space rocks
Bear in mind: many gas giants, including Jupiter, are largely made out of hydrogen under high pressure (supercritical state).
Yet these gas giants do not combust into water because there is no oxygen available.
Unless there's a huge amount of oxygen present in those rocks, an explosion caused by hydrogen would be impossible.
The amount of energy needed for nuclear fusion would be similar to that of a nuke. I don't think our particle cannon has that much yield so I guess it would only be plausible if you fire an FT on it.

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