my review of the game so far

Tips, tactics, and general discussion for Evochron Legacy.
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my review of the game so far

Post by krm398 »

Hi all, been playing this game now for 14 hours, by the game counter stats. I have been having fun with it and since I had a good idea about Evochron games from before...I had one a few years ago...I knew it was a small game,DL wise and used more or less standard models for ships and stations. I see that still is true, the stations look a lot alike, the ships,especially larger ships are nearly carbon copies of each other, but that's to be expected from such a small amount of HD space. I usually play the X series from Egosoft, and do fan fic for the one site , but got this just to see how much they have changed since I last had one of their games.

The modular ship design system is nice and fun to experiment with. It does let you use one base frame and make it look very different over time. It even lets you decide to add more cargo, for miners or less for fighter pilots, and just move things around a lot. Thats a big plus from the older version I had before. They still don't make ships for each area or civilization, of course I haven't been everywhere yet but I'm sure that's a fair guess.

I have no idea how large their organization is...just seeing the games and how quickly they get a new one out, I'd say they balanced the team pretty well to stay within the niche they found for themselves years ago, small detailed games with little download time and lots of missions and things to do. Writing missions, newspaper articles and such takes no disk space compared to things like...detailed and high poly ships for each civilization, or good realistic backgrounds that show even one nebula or star system from different angles depending on where you are at the moment. Here its a copy and paste background that doesn't seem to change a bit no matter where you are on the map...so I assume they are going for the 'you aren't traveling far enough to see any changes' idea.

I did find a few small things that surprised me, like: on one mission the Navy loses something, you go find it..and bring it back. It says " get to the nav point and search it will show up on standard sensors'..well, it doesn't. Theres no place in the set up I found anywhere for 'target nearest object' so even when I did find one cargo box, it was by eye, it never was seen by the scanners or showed up on radar, not even sitting on the nose of my ship, and then got transported on board...it was still invisible to the ship, just not me, did the mission again some time later, different area of course very dark, behind a planet...never did find it, gave up and canceled the mission.

Starting out like I am now, missiles are absolutely essential. The guns we can get and use (I like cannons) wont bring down the enemies shields, fire until you drain your power completely then hit him with a missile for damage, because even with a Saber like I have now there's not enough energy to fire cannons long enough to take down his shields on one pass, even following him every step of the way at high speed, their shield recharge is equal to our power recharge. I did see a ship add on that seems to add more power to guns, or at least makes it seem it does, will try that later.

I am one of those rare people who likes mining in space. so My character is a miner/trader that just happens to do a few combat missions. And I was a little surprised to hear the same old 'ca-thunk!' when mining in the new game as when I mined several years ago.(If its not broke don't fix it) comes to mind and that's ok. But was really surprised to see that in all of the first system and on into Lamda where I am now...there exists 3 resources, just 3...and when you get into fights and gather after missions or fights around stations, that no weapons or shields or missiles drop...ever..only some odd machine parts and the 3 basic resources, some solar cells and cloth...are we fighting traders who carry this stuff between systems or Rebels and Guild members who hate us? Anyways, it makes no sense that ship components and weapons don't drop from ships, enough said.

Over all, I like the game. Its small but nicely done. The ship customization gives us something to do to make it look like we have a new ship...at a cheap cost. I have looked ahead on the shipyard list for my next ship...there's one there that's a fighter/small freighter it says so for me that should work. It should have decent cargo space and still be used in other missions...Panther I think, not sure looked at a lot. But ship sizes are about right as far as perspective goes. With that I mean seeing a battleship sitting out side the station looks small but fly up to it, and its much bigger. Perspective is one of the hardest things for games and this one seems pretty good at it. I've been doing a beta for a while for something not out yet, lets just say perspective there is no where near as good as here.

If they have freighters here that have lots of cargo space and a few weapons for defense, and look 2-3 times bigger than a fighter, then we're in business. The ones I have seen jumping in and out are the capitol ship design with a name hanging on them calling them freighters, hope that's not the only ones, saving DL time is a good thing, if you don't hurt the game details trying to save too much, that's what I'm saying I guess. We all have HD with 500 gig or more, laptops have that much easy, and new desktops have a terabyte or more...so saving space on the hard drives now isn't nearly as important as years ago. I have at this moment games on my hard drive using 5-12 gig each..and that's what I usually buy, on purpose, because smaller games don't have the detail I like to see.

This game is OK.not great but OK, because they tried very hard to keep the game size down, probably because they felt they lacked time or people to do better. They always have had a good plan for space games too bad they don't carry them out in more detail. I personally sent an email to Nasa, asking about Hubble pictures on public display and asked to use them for backgrounds for a space game...just for curiosity, they agreed, saying they wanted a copy of the finished game and mentioned in the credits....see how hard it is to get free space back grounds that have great detail??:cool:
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The "they" is essentially one person: Vice. Check the Customizing Kit's ReadMe for instructions on incorporating your own backgrounds. The Kit can be download from the main DL page.
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Post by 49rTbird »

Hello, in regard to the lost and find and/or lost and retrieve missions. When you take the mission, turn off your IDS and just jump in any direction. The game will place you on a course to intercept the search area. Some times you will pass all the way through the search area before you will see the Blip show up on your 3D radar screen. Sometimes you will see the blip show up as soon as you come out of warp so be prepared. DO NOT TURN your ship when you come out of warp or you may go in the wrong direction. Jump onto MP and pilots can give ideas also. Good luck and welcome to the forum and the Sim.:)
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Post by Marvin »

To add to what Tbird posted, there is this from the H2GE:
Wayward Pods

There's an old (but true) story about how the first Jameson dove overboardto save a cask of his Irish Whiskey cut loose during a storm at sea. Less known is how his great, great, great, great grandson saved a cask of very old and rare Irish Whiskey as it plummeted toward a nearby planet and, by accomplishing the rescue, Jameson's descendant introduced a sure-fire method of tracking down and recovering any wayward container, inoperative satellite or fast-moving escape pod.

The cask of whiskey had been part of a shipment smuggled off planet Earth during the chaos accompanying the Vonari invasion of 2287. The smuggler's ship (large and lumbering but with no real means of defense) had been intercepted as it approached one of the planets in the Sirius star system. While the captain began to heave to, Jameson attached a portable Mark II cloaking device to the cask and, while the boarding party advanced along the starboard side, Jameson jettisoned the cask over the port side. It drifted awhile, until the planet's gravity caught hold.

Meanwhile, Jameson impatiently waited as the boarding party completed its inspection. Eventually, the captain was ordered to dock at the local trade station and report to Customs. Jameson hurriedly marked the ship's present position on his navigation map. The ship made its way to the station and, after debarking, Jameson passed through Customs without difficulty. He then rented a stripped down Mammoth, outfitted it with a tractor beam and cargo bay, launched and quickly made tracks for the last known location of his cask of bootlegged whiskey.

Reaching the spot marked on his map, Jameson checked the ship's radar for any indication of a purple blip. No luck. He was dumbstruck. A Class II cloaking device only worked against sensor arrays and naval coast guard vessels. If it was within range, his radar should've picked up the cask.

It was then that he noticed the nearby planet. "Tá sé ceart go leor," he said to himself, "Chuir mé an sruth pacáiste sat reo an phláinéid. Mo botún. An méid atá déanta, déanta. Anois, caithfidh mé a figiúr amach conas a rianú agus iad a aisghabháil. Tá súil againn go, sula sroicheann se an dromch la... más rud é nach ndeanann sé pléascath agus scrios le smután mór de eastát réadach. Ar a laghad, don bhíoma tarracóir. Beidh sé rudaí a dhéanamh deacair, mura úsáid mé siúlóir de tír-raon in ionad. A ní féidir liom féin agus ní féidir liom acmhainn."*

Jameson examined his map and contemplated the sector, the planet, his location and the many paths his cask of whiskey might've taken as it accelerated toward the surface. But one path stood out among the rest. It stood out because Jameson wasn't simply a smuggler of fine Irish Whiskey. Oh no. Definitely not. In this day and age, you needed to be more than just a smuggler if you wanted to be successful at smuggling. You also needed a working knowledge of astrophysics. And, in this situation, the most important astrophysical fact was this one: on any object, a planet's gravity exerts a force, on that object, toward the planet's center.

And so Jameson drew a line connecting the point where he'd tossed the whiskey overboard to a point at the very center of the planet. And then he followed that line to where it intersected the surface of the planet ... hoping to catch up with the cask before it made landfall.


[align=center][img=300x300]http://img.photobucket.com/albums/v97/p ... 4ee0ae.png[/img]
The whiskey\'s expected track to planetfall[/align]

Which is where he found his cask of whiskey. Buried in the sand. Ironically, at the bottom of the sea.

Unfortunately, Jameson never managed to recover the cask. It took him almost a full day to save enough credits to buy a terrain walker. By that time, the planet had rotated out from under his marked location in space. Worse, he was attacked by a band of marauding rebels while ensconced in his TW. He did manage to escape from his attackers (having dispatched four or five rebels in the meantime) but figured it was easier (and safer) to go somewhere quiet and distill his own bootlegged whiskey.


* Loosely translated from the Irish (Gaelic) as: "Okay, I sent the cask adrift in the direction of the planet. My mistake. What's done is done. Now I gotta figure out how to track and retrieve it. Hopefully before it reaches the surface ... where, if it doesn't explode and destroy a large chunk of real estate, it will at least make things difficult for the tractor beam. Unless I use a terrain walker instead. Which I don't own and can't afford."
:cool: Keeping in mind that pods only drift when you're in a sector where gravity is a factor.
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Post by Maarschalk »

Hi Krm398, welcome to the forum and the EM expansion game!......Have you tried the Terrain walker yet?, have you tried to be a gunner for some one else?, Have you tried the various quests?.....;):cool:
Arvoch Alliance Stat:


Evochron Legends Stats:


Evochron Mercenary Stats:


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hello all, nope haven't tried a walker yet, not Rich enough I don't think, maybe eventually. I'm doing an assortment of missions to make my credits, bought the Saber when I got rid of the starter ship, and have level 2 weapons on board. Did at least a dozen missions so far...not sure exactly, but having some fun.

The game is interesting, and like I said above, it has a lot of good details to it. I'll be honest, I'm an old gamer and my reflexes aren't what they used to be, so racing and doing the IMG missions...the race in the second mission stopped me dead. Did it about 8 times, and went with a new set of wings for better maneuvering but still wind up going through a wall somewhere, and never caught that other guy once we start out. The instructions say don't hit each other and don't fire weapons, and hes driven me through the wall several time s like a roller hockey player checking someone out. But it was fun trying. My regular character is a trader/miner so that's a little more slow and steady for me. Will play for a while, once I get started on something new I stick with it until I get bored and quit or something makes me so mad and I quit, either way got some time left. TY for the welcome, will see how it goes from here.
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:o It's been awhile since anyone has mentioned it but ... maybe it's time to "fix" at least the Quest for Peace so that the race is no longer a player. Especially now that other contracts (previously unavailable) can be substituted. For me, the race usually turns out to be a shooting gallery ... where I do the shooting and nobody wins the race.
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Post by Busch »

Hello krm398! Welcome to the game/sim and community!

Well...you picked a good starting role to begin your career in the Evo-verse. That's not to say that the others aren't. It seems you got it right for what you want to do. Each succeeding ship frame, from the Talon class to the Starmaster class, have increasing build attributes, and increasing armor levels. The same 'philosophy' applies to the military frames as well. It's not like you can't build a "God ship", but you can get real close. Your choice of weapons, and the ship-frame/engine/power supply are inter-dependent. Weapons draw down your available energy reserves. There are a million different opinions on how best to use whatcha got. Hang in there, it will get easier for you, as your game-knowledge and skill-set improves. Don't toss the baby out with the bath-water, just yet. ;)

The 'bad guys' here are the Guild and the Rebels. They WILL HUNT YOU! Even the 'good guys' will turn on you, should you 'accidently' destroy one of 'theirs'. One of the true beauties of this game, is the ability to mod certain features within the game. There's even a whole thread division in the sw3dg forum devoted to just that very thing. Yep, the race in the IMG Quest is a bit daunting. I've lost count of how many times I've failed it as well. If you've a grasp of the 'mechanics' of the game, the IMG quest may be of lesser importance to you. Not a problem. You're not gonna be lead around by the nose by the game itself. It is truly 'free-form'. Point your ship in a direction of your choice, and light 'er up! It's a HUGE universe we fly. Lots of really amazing sights, and it's wide open for opportunity!

Again, be welcome here! Hope to see you out there sometime!

[Edited on 10-31-2013 by Busch]

[Edited on 10-31-2013 by Busch]
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Post by krm398 »

HMM will look around to see what mods there are. I worked on XTC over on the egosoft site for the mod crew. I was a writer there doing missions, historys of characters, etc and newspaper articles. If someone is making a mod or if Vice could use some free ads, etc for the game let me know. I like writing and do it as my hobby, anyone who wants to see if I'm any good or not go to thexuniverse.com and check the fan fic there, anything under krm398 is mine, so I'm not hiding anywhere,lol.
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Post by Busch »

Sounds like you have a great resume'! You may wish to contact Vice @ starwraith.com -->contact to inquire about ads, or anything else you have in mind. Just a thought. :)

I've taken a peek at X Rebirth. Looks interesting!

[Edited on 11-1-2013 by Busch]
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Post by krm398 »

found some new things about the game that I wont be using again,lol. Decided to do a taxi mission for something different. Got one at Lamda station and it was to be dropped off at Earto station, forgot that most of that system is under a electrical storm, but went anyways. What surprised me was that I took it, and started out of the station, at 250 before I even hit the door I jumped to the sapphire gate. But had already lost 10% of the fee...that's fast! Then went through and finally made it to the station running most of the way at X5 (2500 for me) and got paid...15k. That's a huge difference from 113k to start. Is everything in this game timed??? I don't do well with timed missions since I'm an old man who likes to take his time and work. I can rush when I need to but that's not my way so taxi missions are one thing I wont be doing again.

Also, the MDTS goes off and on every time I try and move in and out of the nav menu, noticed it before but jumped to a patrol mission and the nav menu wouldn't go away, even clicking the X in the corner, hit it maybe 6 times while getting pounded by enemys at the mission jump point before it finally went down. MDTS doesn't need to be activated everywhere, there's a regular spot for that but it does, anywhere on the screen even if its supposed to be a control button for something else. Does the same thing in or out of stations too, gets annoying.
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Post by Marvin »

MDTS has a hot key. As does the auto-tractoring upon entering a station. You can turn the auto-tractor off and also check to make sure you're not inadvertently pressing the hot key for MDTS. You can find the keyboard layout in the main game folder under keyboard.jpg ... as for the taxi service being timed, it's one of two timed contracts. Personally, I think it would be nice if both of them could be scripted with the time limit set in the script.


Correction: The taxi mission is a non-contract. It can't be scripted. Neither can a distress call (although, last I heard, the Server host can initiate a distress call at any time). The only timed contract is the race against time.

[Edited on 11-1-2013 by Marvin]
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Post by Rubber Chicken »

L key = MDTS on/off.
Alt+F3 = enable/disable autodocking. ;)

The taxi contracts do diminish the reward too quickly in (I'm guessing) most players' opinion...

Nobody tells you that you provide the in-flight meal -at your own expense, and that your passengers eat like starving elephants. :P
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From post: 165187, Topic: tid=11053, author=Rubber Chicken wrote:The taxi contracts do diminish the reward too quickly in (I'm guessing) most players' opinion...
:o Aye. And it's a shame, really. Good missions. Similar missions in X ... but without a time limit. Instead, you had to fight your way through hostile ships.
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:P:P:P:P:P:P:P:P:P R.C., that's really GREAT! (picking self up off of hangar floor, fell off wing laughing so hard......) :cool::cool:
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:) Glad you got a kick out of it, Busch! :)
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thanks for the info about the mdts hotkey..didn't know there was one just expected to let it run full time...the problem I have is it isn't using the hotkey but clicking anywhere on the screen, even the X to get out of the nav screen...changes it from on to off, and back again, over and over...maybe its a bad install, but I can click anywhere on the screen and MDTS goes off and on, even when I'm ignoring it completely, and it stalls changing screens even in a docked station, that's what I meant.
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Post by Busch »

@ krm398 That is unfortunate. You may wish to PM Vice @starwraith.com-->contact. He'll probably ask for a copy of the pilot profile you're using, maybe a listing of your system specs as well. Your instance is the first I've seen/heard of re: the MDTS feature. There's a keyboard.jpg in the game folder itself. (Graphic of all current iteration keyboard commands.) In the game itself, from the main menu screen under options, there's a 'configure controls' panel, three (3) pages worth of assigned hot-keys, a lot of which are scalable. You may wish to review the listed keyboard/mouse/controller assignments. (Out on a limb here) There may be something conflicting. (?)
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we'll see about that later, I'll check to see if there is anything conflicting, but there shouldn't be, its all generic, I didn't change or add anything it just as the game set up went in itself.

By now got my first 22 missions done and paid, plus some mining, got a new ship a fighter/freighter design. Not sure the name now but think it starts with an A...anyways..it says its a light freighter, but still has only 5 cargo slots. When or what size ship adds more, or is 5 the max and they just get bigger, the ones I'm using now are 25 units each so my maximum is 125 units the same as in the starter ship.

But there's a lot of ships bigger than mine too so it has to go up somewhere later on. Having the same size cargo from a starter ship all the way to the end would be silly. The cargo ships we see jumping in and out are as big as capitol ships, there's no way they have only 125 cargo units in them, unless each cargo units is 50 by then or more.

Also wanted to ask, there are more than one 'Navy' right like for each area. Did a mission to patrol and kill enemies..rebels actually. There was a Navy destroyer there, green and fighters also green helping me. Then a Navy cruiser jumped in, yellow...and the fighters with it were red and ran in and attacked everyone rebels, navy pilots and me. There's got to be a war coming somewhere I think.

[Edited on 11-2-2013 by krm398]
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Hey krm398! Yup, there's a cap to the number of cargo bays currently. It's 5 pods @ 25 items/pod = 125 items. Currently, you may not mix-n-match items in each of the cargo pods. Like-items only up to the storage limit.

Yup, there's at least two Navies, the Alliance Navy and the Federation Navy. You become a member of the Alliance auto-magically at spawn-in, whether you're a Combat Pilot, Miner/Trader, or any of the other roles. When you accept missions in conflict/war zones, your AI/NPC wingmen (also Alliance Navy) are there to help you. As the 'principle pilot', you may order these AI/NPC's by using the 'Order' drop-down menu, in the header across the top of your HUD. Otherwise, it takes the rank of Commodore to order the AI/NPC pilots to 'do the duty'.
Patrol contracts for the Navy outside of the conflict/war zones, is kind of a coin-toss as to what you'll get. Yes, you'll have the basic mission you contracted for, complete with as many of the AI/NPC bad guys as the 'mission brief' states. Depending on location, there may be other 'helpers' jumping in as well. The reputation level (Green-Yellow-Red) does indicate the individual corelation to your own reputation. Green ships are your friends. Yellow ships might be your friends, or members of 'the other Navy'. Red ships are always your sworn enemies, whether Guild, Rebel, or Vonari. Also, among the human pilot arena, should you fly a clan tag, (ref: my own: [SW] Busch) other/foreign clans' members also flying their clan tag will show red, unless the individual dis-similar clan pilots make certain 'adjustments'. Like-clan members always so green to each other. Otherwise, non-clan tagged human player-pilots will show yellow to you.

Yes, there IS a war going on! The combined Alliance/Federation forces against the Vonari in the war zones. (Though, you'll see most always Alliance capital ships and fighters.) And, the forces of Law & Order against the Guild and Rebels, without much regard to where located. Now, there are some systems where the L & O peeps aren't as obvious, and the Guild & Rebels have a more 'established' presence. It generally depends on the system reputation, how much of each are involved, and where they're 'more densely' populated.

Hope this helps! Best of luck! :)
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The Feds and the Alliance have a tenuous cease fire agreement. Naval ships of the opposing side are allowed to transit, resupply, refuel, etc. You, as an Alliance mercenary, have a better reputation with star systems governed by Alliance personnel. And your reputation (good, fair, moderate or hostile ... as displayed on the right side of the navigation map) indicates your chances of running afoul of opposing forces while operating within a give system.
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Post by krm398 »

Thanks for all the info guys its appreciated. But to never get more cargo space no matter the ships size??? Wow, what a mess. The beginner ship can have 5 cargo bays and so that's something that never improves no matter what you spent on a ship or how big it gets. That's very,very odd. I expected that 5 cargo bays was the maximum but I expected that every few sizes different in ships the cargo in each bay went up. Like from a fighter to a light freighter, from 25 each to 30 each, then as you get into a full sized freighter, from 30 to 35 or 40 each. but to be the same forever....that was a surprise.It means that unless you want to be a combat pilot...you never need anything but a starter ship...ever...as a miner. There's no reason at all to go bigger or more expensive...you gain nothing but weapons and armor. As a Trader, that's really nothing to pay extra for.

If you own a small fighter, it has a limited cargo capacity. That's common sense, its not made for commerce. But a freighter IS made for commerce, and so has to carry lots of cargo. This means this game was never meant to be a Traders game. It was for fighting only. The only things that get better as ships get bigger and more expensive is armor and weapons, not something a Trader would spent lots of money on. or a miner either.Add to that the fact that many missions are timed or have a fast fall off rate, making everything a race of one kind or another, and this game gets odder by the minute. I give the Boss credit for doing all this himself...but it obvious that he has his own ideas about what the game was made for. There are limits in place that maybe he didn't even see himself.

Been to maybe 5 areas so far, so some sectors where I'm just not wanted but that's fine, but now that I see these new restrictions on Trade and mining....not sure putting a lot of time into this is worth it. New games coming out soon with more detail and options. Will see, but if I could give any advise to him, it would be this: 'dont do everything yourself. Its cost efficient but you get too close to the project and cant see everything so close up' I tried the game because A) it looked good and B) it said you could do a lot of different things. I don't do PVP in any game never did, so mining and trading and a little mercenary work is fine by me. But not to hear 'mercenary,mercenary...' every time I see a ship or dock at a station. We know what job we do but we're not a civilization to ourselves, so being a mercenary is great but its not our name or our ships designation, that's why it gets tiring listening to it.
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Marvin
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my review of the game so far

Post by Marvin »

  • You can edit the audio to say whatever you like.
  • The ship upgrades are to make it safer to mine in hostile areas. Stronger hull equals better survivability.
  • If anything, the number of cargo spaces should be reduced for smaller ships. It's already easy enough to get rich with five.
  • Let me know when that other game is released. I'd like to check it out ... especially its planetfall subroutine(s).
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my review of the game so far

Post by Busch »

X Rebirth rolls out Nov 15th, pre-purchase available thru Steam/Game Stop, and etc. Elite Dangerous is still in development/crowd-funding/kick-starter phase. Take your pick.

@ krm398 - the points you've raised above are reasonable and valid. Vice has solicited suggestions from the community, directed at his work/efforts for the 'next one'. I've flown many iterations of this game (EM), as well as Arvoch Conflict, Arvoch Alliance, Evo-Renegades, and Evo-Legends. Imho, there's been consistent quality/quantity increases in each iteration of the Evochron universe 'mechanics' and story-line, as well as in the available 'hardware' characteristics relational to ships' chandlery items. There have been more than a few community members who've 'lobbied' for increased cargo capacity (more than the current 5-bay/125 item cap). Though, the reasoning for the increases seem to be related to adding another ship class to the inventory - that of a Corvette-sized/mini-Capital ship frame. One of the primary concerns Vice has, (which he's expressed many times over) is game balance and fairness for all who fly the 'verse. But, something you've alluded to above does sound like it might fly. That is the 'limiting' of the amount of cargo bays one may install to the frame class one flies. Smaller ship frames - less bays, larger ship frames - more bays. Not sure, but I think it could work, and give yet another goal-based reason to roll-up/earn-up to the 'next best' frame size, armor, and build-point allocations. It is certainly worth considering, imhyco. Good call! :)
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my review of the game so far

Post by Maarschalk »

From post: 165209, Topic: tid=11053, author=Marvin wrote:
  • You can edit the audio to say whatever you like.
  • The ship upgrades are to make it safer to mine in hostile areas. Stronger hull equals better survivability.
  • If anything, the number of cargo spaces should be reduced for smaller ships. It's already easy enough to get rich with five.
  • Let me know when that other game is released. I'd like to check it out ... especially its planetfall subroutine(s).
I'm with Marvin on this one about the cargo limit, not so much the reduction but more about the armor and weapons up grade to defend and survive in more hostile environment where some of the most lucrative mining activities can take place!.....;):cool:
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