New Frames & Inventory Console Features

Tips, tactics, and general discussion for Evochron Legacy.
galahir950
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Post by galahir950 »

Clan Trade Stations with defenses, such as flak or drones when an enemy clan nears your station or your city.
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Post by DaveK »

From post: 162526, Topic: tid=10221, author=galahir950 wrote:Clan Trade Stations with defenses, such as flak or drones when an enemy clan nears your station or your city.
Interesting idea - hope the AI doesn't malfunction like it did on the Earth Defense Ring! :D

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galahir950
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Post by galahir950 »

Maybe if you have a weapons officer on board you could stage boarding parties and sabotage other ships or raid transports for their cargo.
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Post by DaveK »

From post: 162421, Topic: tid=10221, author=Star King wrote:I think this game is great!!!! The only suggestion is making it more war like.
Once you reached Legends / Admiral rank you could join the Vonari and fight humans. You could jump into a Vonari ship and attack anyone. So you would not have to join a clan but free to make the game interesting. Because your in a Vonari ship they would not attack you.
Arghhh - just think . . . .Cindy in a Vonari ship with explicit permission to attack anyone anytime! :P

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galahir950
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Post by galahir950 »

A larger body civilian called the "Monitor" or "Merrimack" that could fill Missile, Crew, and Equipment but would only have 15-25 agility but a fair bit of armor because it would need to take a beating from missiles. It could be used as a frigate of sorts or a Support Ship/Defensive Fleet for major clan battles. and maybe because of its size have all the fulcrum drive work at 75%, thus slowing down its arrival into battle. This would cause it to jump in in the middle of a battlefield later in the battle, which would leave the fighters exposed for a short period of time until its arrival. It is something that could change the outcome of the battle drastically. Maybe it could have a turret on top that had a slow ROF and a low yield, but medium range, it didn't even have to be a particle turret, just a beam. It wouldn't make a drastic difference, but enough of a difference to spice battles up.

Also, engine wash would be a good idea, because right no I can just sit behind a cruiser engines with no ill effects and take down the cruiser with no risk to me.
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Post by Marvin »

From post: 162534, Topic: tid=10221, author=galahir950 wrote:Also, engine wash would be a good idea, because right no I can just sit behind a cruiser engines with no ill effects and take down the cruiser with no risk to me.
:cool: I always wonder about that ... every time I pass through a cap ship's engine plume without taking any damage.
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Post by Vonari translatorial »

From post: 162421, Topic: tid=10221, author=Star King wrote:I think this game is great!!!! The only suggestion is making it more war like.
Once you reached Legends / Admiral rank you could join the Vonari and fight humans. You could jump into a Vonari ship and attack anyone. So you would not have to join a clan but free to make the game interesting. Because your in a Vonari ship they would not attack you.
I like the sound of that but why must you first reach Legend and Admiral rank?
Plenty of room for Von rookie pilots.
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Post by Itharus »

From post: 162534, Topic: tid=10221, author=galahir950 wrote:Also, engine wash would be a good idea, because right no I can just sit behind a cruiser engines with no ill effects and take down the cruiser with no risk to me.
I also like the idea of that... a really strong kinetic effect would be perfect imo - fly into the wash and get sent spinning out of control, lol!
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Post by Maarschalk »

That is a cool Idea about the Engine wash. How ever in normal flight most crafts will be flying/drifting in inertial mode and will be using inertial thrusters in combat for maneuvering to conserve fuel and heat signature. So in reality there would be little or any engine wash and only if you got in the way of one of the inertial maneuvering thrusters.
And engaging the jump-drive is a different technology and does not create an engine wash, it might create a space/time warping effect when caught in its web!.....;):P:cool:
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Post by Marvin »

:cool: When under inertial, there is no engine plume. So there wouldn't be "jet wash" ... then, again, in space there is no air so there wouldn't be jet wash anyway. But capital ships are always spewing thrust plumes ... ergo, flying directly behind a cap ship would most likely not be a good place to be. Heat. Ionization of dark matter. Whatever.
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Post by Rubber Chicken »

If you did happen to be in the path of a cap ship's powered up main engines, you would definitely get buffeted around. 'Jet wash' directly from the engine is still quite possible in space. 'Prop wash' (as in propeller) would be impossible though.

What you're thinking of as 'jet wash' would be aerodynamic turbulence of the ship pushing itself through the atmo.
In reality it would be the turbulence created by the thrust particles emitted from the engine of the ship.

[Edited on 6-2-2013 by Rubber Chicken]
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Post by Rubber Chicken »

The ability to open communication with friendly cap ships and take contracts from them. Ie; Escort, Patrol, Deliver from ship to station, recover cargo from station - bring back to ship, etc.

If there are 4 or more players on a server, stations and the cap ship contracts would (occasionally) generate random 'kill player x' missions of extremely high value. It would be the same as the player to player contract, and not be limited to a single sector, but the 'client' would be the station/cap ship employer.

Clan members would obviously be exempted from attacking each other, mainly because if clan member(a) takes a contract to eliminate fellow clan member(b), there would be nothing stopping fellow clan member(b) from taking a dive so clan member(a) can get paid.
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Post by Marvin »

From post: 162563, Topic: tid=10221, author=Rubber Chicken wrote:Clan members would obviously be exempted from attacking each other, mainly because if clan member(a) takes a contract to eliminate fellow clan member(b), there would be nothing stopping fellow clan member(b) from taking a dive so clan member(a) can get paid.
:cool: Except pride. But I do like that idea about Navy (or even Vonari) capital ships offering "kill player (a)" contracts.
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Post by Rubber Chicken »

Also wouldn't mind seeing indy tagged pilots that fire (and connect) first be designated by your targeting system as red, with and option to reset them to yellow status. The system could be toggled into 'off', 'ask to designate as red when fired upon', or 'automatically set to red when fired upon' modes.
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Post by Marvin »

You can't form up with a Red (tagged) player. Ergo, if an Indy automatically turned red after attacking, he'd have the advantage of escaping without worrying about being tracked.
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Post by galahir950 »

Comets that you can follow and mine. They mine 3X faster than asteroids or planets, but they basically destroy your shields and degrade your subsystem HP. Maybe meteors could land on planets and it would be a super concentrated source of minerals, but they would be hard to find and quite damaging to the landscape. Maybe they could damage stations?
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Post by Rubber Chicken »

From post: 162577, Topic: tid=10221, author=Marvin wrote:You can't form up with a Red (tagged) player. Ergo, if an Indy automatically turned red after attacking, he'd have the advantage of escaping without worrying about being tracked.
No offense intended Marv, but..... Considering there's a player board, and Indy tagged pilots cannot see each other's position as a marker on the nav map like fellow clan mates can....
That is probably the most illogical reason an improvement wouldn't work I have ever read.

If you're going to form on someone who's shooting you, you deserve to be destroyed. They'll get away as you are reloading you're save point.
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Post by galahir950 »

From post: 162583, Topic: tid=10221, author=Rubber Chicken wrote:"Considering there's a player board, and Indy tagged pilots cannot see each other's position as a marker on the nav map like fellow clan mates can"
Not quite so, you can get an approximate location by looking by their name on the player list, it shows the sector coordinates.
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Post by Marvin »

From post: 162583, Topic: tid=10221, author=Rubber Chicken wrote:If you're going to form on someone who's shooting you, you deserve to be destroyed. They'll get away as you are reloading you're save point.
:cool: My kill ratio against Cindy is 1:lots ... I succeeded that one time after she attacked while un-tagged. Normally, she plays a very lethal game of hit-and-run. But, being un-tagged, I had the opportunity to form up with her and attack after every jump she made. Had the battle gone against me, I still had a 50-50 chance of jumping away before she could form up on me. You play the game and you takes your chances.
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Post by Rubber Chicken »

From post: 162584, Topic: tid=10221, author=galahir950 wrote:
From post: 162583, Topic: tid=10221, author=Rubber Chicken wrote:"Considering there's a player board, and Indy tagged pilots cannot see each other's position as a marker on the nav map like fellow clan mates can"
Not quite so, you can get an approximate location by looking by their name on the player list, it shows the sector coordinates.
My point exactly. If you are a fellow clansman though, you'll see a point on the map with your comrade's name to show position.

@ Marvin - Gotta admit that was a well played scenario you described. :cool: Would still prefer at least some sort of option to designate Indy pilots between yellow or red though. I figured the option to disable auto-switching would be the best solution as the auto switching would be nice in heavy yellow AI traffic areas where an Indy could use the other ships as temporary cover from the victim.
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Post by galahir950 »

Maybe the 2 Sector rule on stations should be removed when you build a station within 2 sectors of a Game Station, most game stations do not obey that rule and you run out of good real estate quickly when you follow that rule.
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Post by ELiTe »

My wishlist, if the devs find them feasible:

1 - an optional "realistic" mode. Game will default to current settings, but the "realistic" mode will mean you can't slam into stations coming out of a jump and survive (wrong angle of entry).

2 - a "docking computer" device, which will allow you to do what we all do currently - jump directly into a station. Without this device, you will jump to a random point away from the station (+ or - say 5000 units distance) even if you pointed your nose in the right direction.

3 - add more optional voice files for the shipboard computer. I was so disappointed I couldn't add "Autopilot engaged" to the game, even with the modkit.

4. - colliding with another ship will damage your shield/hull depending on severity of collisions. Same idea as (1) regarding the stations.

Again I'm just saying these would be optional, only for poeple who enable them. By default the game would continue to function as it does right now if you don't change the settings.

Also, would be really cool if AI Ships would "obey traffic controllers" around stations. If I am "cleared to dock at Gate 4", an AI ship better not come out from Gate 4, or to zoom past ahead of me from behind to dock at Gate 4, for example.
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Post by Marvin »

:cool: For suggestion 1, try docking with a constructor station at the wrong angle. Or, for a really quick death, try jumping to one while pointed in some direction other than a cardinal heading. And, for trade stations, line your ship up with the antenna on top of the station ... then execute a jump.
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Post by Rubber Chicken »

Just a few ideas...

1. A separate line to enter a(n) (optional) clan tag when naming a pilot, thereby freeing up the entire 14 character space for a call sign.

2. An option for players to 'flag' themselves as open to random pvp when logging into a server - or toggle the option whilst logged in. Other players would be able to see the pvp status of those on the player board. Players who accept 'asked for' pvp would be able to toggle the option on - then off after the match was over, and players who had the option on but decided to turn it off would have to wait 30 seconds to deactivate it if another player has engaged them.

Server operators would be able to designate 0.0.0 as a no PvP zone (optional) in the hard-coding of the game.

That way players who enjoy the multiplayer experience but only wish to do AI combat or other non-weaponized aspects -or are noobs - can coexist with the pvp players and not have to worry about unwanted action.

Clan tagged pilots would obviously have the option permanently set to 'on'.

3. The ability to toggle the jump drive on/off during multi-sector autopiloting. That way a jump drive can be equipped, but if you'd prefer to fly 2 or more sectors manually, one could still toggle the autopilot without jumping to the destination.

4. A 'semi' mode for the MDTS system. - Laser beams would still track the target, but the particle cannons would be visual aiming only. A possible advantage could be that in MDTS 'semi' or 'off' mode particle cannons would have a slight increase in range and power due to the MTDS aiming mechanism being in a 'locked' position, therefor making a more stable gunnery platform.

And last but not least...

5. Effective ranges of weapon's lab cannons being reversed. The Plasma particle would be able to max out at 790 range, and the Fusion particle cannon would be 760.

The reason I say this is that it seems to be a common thread for many players (especially pvp) to simply go for the very high power and longest range of the maxed sliders Fusion/Fusion setup.

IMO if the ranges were reversed, it would give players more incentive to experiment with creating a setup that would better suit their flying style. Players would have to more closely consider the trade off between range and power, and - as an added aside - stock offered cannons (for those who prefer them) might have certain advantages depending on the situation with no need to rebalance them from the current Y/R/C values.
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Post by Capt_Caveman »

I tried MANY custom weapon combos and found max fusion cannon and laser is prefered for pvp as well.
for pvp pilots theres really no other choice, everything maxed out and rely on tactics.
but I do see a real need for a different combo when fighting more than 1 target, real or ai.
for pvp, energy management and maxed out weapons works great but if there are more targets then you run out of energy
so a lower energy combo is prefered and thats where the weapons lab is really usefull.

I dont have any sugestions for changes in the lab but just wanted to point out its more usefull than I previously thought.

while im here, what are the chances of some kind of pvp score keeping ?