New Frames & Inventory Console Features

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

From post: 159068, Topic: tid=9376, author=-splosives- wrote:I think they already are slightly colored.
Really????
WTF!!!!!! Am i colorblind??????:cool::cool::cool::cool:
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Post by -splosives- »

Look at the lighting in your cockpit in different systems. Especially the ones with yellow/red stars are noticeably different.
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Post by dalkorn »

One of the things I would like to see happen, is larger player controlled ship types.

NOT cap ships or larger war ships, think they would spoil the game.

What I mean is, say someone wants to go pure miner/merchant type player...they can purchase a large frame which holds alot more cargo bays but moves like a brick and has either no weapons or a single turret weapon the player can control.

This would:
1-add more variety to the ships you see flying around
2-give players more choice in carear path
3-provide more interaction between players as merchants/miners could hire other players as escort

Again, player controlled cap ships to me are a no as they would realistically require huge amounts of crew but a large, bulky salvage vessel would be an interesting addition.
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Post by Maarschalk »

From post: 159089, Topic: tid=9376, author=dalkorn wrote:One of the things I would like to see happen, is larger player controlled ship types.

NOT cap ships or larger war ships, think they would spoil the game.

What I mean is, say someone wants to go pure miner/merchant type player...they can purchase a large frame which holds alot more cargo bays but moves like a brick and has either no weapons or a single turret weapon the player can control.

This would:
1-add more variety to the ships you see flying around
2-give players more choice in carear path
3-provide more interaction between players as merchants/miners could hire other players as escort

Again, player controlled cap ships to me are a no as they would realistically require huge amounts of crew but a large, bulky salvage vessel would be an interesting addition.
That would spoil the game for me. Like the Game Adastra has a lot of ships with huge cargo, So you become rich quick. selling and buying lots of Cargo as a merchant and it becomes boring very quickly. In Evochron you have to work at it to earn a lot of credits and has a good balance of Cargo Spaces and Trading prices imho!.....
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Post by dalkorn »

I can see your point, but it depends on how much larger the ships are. For instance, the current max is 5 cargo bays...say the merchant/miner frames had max 10 cargo bays but very limited weapons. Appearance wise they could be around 2-3 times the size of normal ships.

The player wouldnt get rich too quickly because its not a massive increase in cargo space, and also because of the lack of weapons it would be more advisable to hire escorts if you are carrying valuable cargo.

All in all, if done right (so as not to make merchant a get rich quick scheme) it would just add a new option for pilots.

There could even be the option to swap out cargo bays for emergency repair units...not usable on yourself, but where you could help/repair a damaged ship in space (even negotiate a price). This would add a new role for a player less interested in the combat side (I love combat personally), also it would add more of a team strategy if used correctly on multiplayer with clans trying to take areas using fighters whilest all the time having a couple protecting the repair ship.

Just my 2p worth :)
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Post by Marvin »

:cool: You can already help repair other ships. The equipment you need goes into a standard equpment slot: the deploy constructor.
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Post by Storwiz »

I have some ideas for new quests. Here they are.

Energy:
- Delivery of cargo between planet and station
- Delivery of cargo between systems
Navy:
- Search and destroy the ship/ships in another system on the specified coordinates.
- Singleplayer random event: invasion of Vonari in the border inhabited systems and related contracts.
Miners:
- Protect mining ships or mining probe from enemies
Guild:
- Destroy mining ships/probe
On the planet:
- Protect some building that is located far from city from enemies who are trying to destroy it
- If in the future is planned to put the fauna on the planet or AI walkers it would be really cool if there were contracts to hunt for them

Thank you.
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Post by Deathbane »

More reasons to go down to a planet.

More planet based contracts would be amazing, along with planetbased buildings and units allowing for contracts such as:

- Atmospheric Intercepts of Hostile fighters
- Close Air / Ground Support against hostiles.
- Destruction of a Forward Operating Base / Rebel Hideout
- Defend a Forward Operating Base / Rebel Hideout
- Locating a lost item (same as space)
- Retreiving a lost item (same as space)
- 'Mine' biologicals, water etc and return them to a city

These could be completed using the terrain walker or a ship, depending on what you want to use.

Also, allowing people to build planet based complexes would be amazing.

I realise this is alot of work, but I think it makes for a good content expansion for the game.

Maybe some of the suggested space stuff above and earlier could be added first due to it being arguably easier, but adding more to planets would really complete that part of the game... wrecks and debris are a brilliant start though, found some good loot.

[Edited on 2-3-2013 by Deathbane]
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Post by Maarschalk »

From post: 159408, Topic: tid=9376, author=Deathbane wrote:More reasons to go down to a planet.

More planet based contracts would be amazing, along with planetbased buildings and units allowing for contracts such as:

- Atmospheric Intercepts of Hostile fighters
- Close Air / Ground Support against hostiles.
- Destruction of a Forward Operating Base / Rebel Hideout
- Defend a Forward Operating Base / Rebel Hideout
- Locating a lost item (same as space)
- Retreiving a lost item (same as space)
- 'Mine' biologicals, water etc and return them to a city

These could be completed using the terrain walker or a ship, depending on what you want to use.

Also, allowing people to build planet based complexes would be amazing.

I realise this is alot of work, but I think it makes for a good content expansion for the game.

Maybe some of the suggested space stuff above and earlier could be added first due to it being arguably easier, but adding more to planets would really complete that part of the game... wrecks and debris are a brilliant start though, found some good loot.

[Edited on 2-3-2013 by Deathbane]
1, 5, 6 and 7 are already part of contracts and missions if I'm not mistaken as when I did the Beta testing for the Custom made Quest by SeeJay some of the missions where exactly those!....Now I do not know if they are part of the regular in game contracts/missions!.....but should be easy to add if they are not and only available in custom Quest based missions/contracts!.....;):cool:
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Post by Marvin »

They are. Any patrol contract taken at a city which does not specify a location in space will most likely be a planetside combat contract. This includes Ace contracts and most multi-waypoint contracts. As for recovery contracts, they are one type of TW contract ... and there are others.
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Post by Deathbane »

Ah sweet, ill have to have a look at that.

Id still like it to be expanded upon though. Strafing a line of navy tanks or dropping troops out my cargo bay over a location under fire would be sweet.
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Post by Nigel_Strange »

I fired up Arvoch after a hiatus and I was reminded that some of the improvements to Mercenary came from the Arvoch development.

One thing that did not make it in was the flight path ladders. I kind of like the flight path ladders on the ships (with the option, of course, to turn them off if they get too annoying). I think they might be helpful in assessing combat tactics.
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Post by hank »

I ditto Nigel's last comment. Timely it is, that I downloaded the AA demo yesterday and played it to its completion. I really liked it and would like to see a lot of it incorporated into the next E? (just like the option for trails which would naturally be a HUD function since trails don't happen in RL in space (unless smoke is pouring out of your ship ... I don't think?).
Maybe if AA was totally married with the next EM, more people would do the AA missions on line. (the demo did not let me check if there was any online AA activity) Maybe have the option to start up AA or EM in the pilot management screen. ... don't know, just speculating here...

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Post by Marvin »

Since AA is totally mission oriented, it doesn't require a dedicated 24/7 server. Anyone with a good connection can host a session ... all necessary data is then saved to the host's computer.
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Post by diode »

hi all

I would like to see an option, where you can turn "off" the screen shaking when you get hit by enemy fire, in the option menu.
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Post by 49rTbird »

From post: 159641, Topic: tid=9376, author=diode wrote:hi all

I would like to see an option, where you can turn "off" the screen shaking when you get hit by enemy fire, in the option menu.


That might make it unfair in a PvP fight if one pilot had it on and the other had it off.:o
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Post by Marvin »

From post: 159642, Topic: tid=9376, author=thetiebers wrote:
From post: 159641, Topic: tid=9376, author=diode wrote:hi all

I would like to see an option, where you can turn "off" the screen shaking when you get hit by enemy fire, in the option menu.
That might make it unfair in a PvP fight if one pilot had it on and the other had it off.:o
Unless it was a Single-Player Only option.
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Post by diode »

Hi all.

Yes i understand it may cause problems in PvP.

but i only play on my own (solo) and would still like to see the option added, for turning off/on the screen shaking when being attacted (gun hits)...in single player only.

I have stopped playing the game because of the screen shaking, as i also wanted to do the fighting part of the game also, pity really as i did injoy playing the game...but there you go thats life.
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Post by Marvin »

Try a heavier ship.
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Post by -splosives- »

try 3rd person view, maybe that works better for you.
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Post by CaptJack92a »

Did I not put up this update? http://www.youtube.com/watch?v=QVQTqsQujdo

Or this one for that matter? http://www.youtube.com/watch?v=PuUd_x45Hx8

I was sure I had... Oh well.
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Post by Rubber Chicken »

Ya know... I'm kind of sick of people saying "If EM had this game or that game's baby, it would be awesome!"

EM is it's own game, and Vice has done and excellent job of giving EM it's OWN distinct flavor. THAT is what needs to be developed ALOT more than adding features from other games.
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Post by Serayl »

This'll sound like a weird addition, but after I played the demo I wouldn't mind seeing a setting whereby the full game saves & exits in both SP and MP after a specified period of time (yes, even in combat. Plan ahead!), using the demo timer code as a template. You'd be able to change when (hours:minutes) the game does this in the settings menu, and obviously this setting would be off by default.

I think it may help those of us who have a hard time peeling ourselves away from the game, plus it's likely a very easy thing to include to boot.
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Post by CaptJack92a »

I don't know if it's so much an issue that save happens automatically, but it would be nice if we could choose from our manual save as well as let the autoload. I once saved literally seconds before exploding... Imagine my frustration and how hard it was to jump away from that.
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Post by DaveK »

From post: 160351, Topic: tid=10221, author=Rubber Chicken wrote:Ya know... I'm kind of sick of people saying "If EM had this game or that game's baby, it would be awesome!"

EM is it's own game, and Vice has done and excellent job of giving EM it's OWN distinct flavor. THAT is what needs to be developed ALOT more than adding features from other games.
I'll vote for that! :)
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