More questions aka Wings/Engines/other
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PaulB
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More questions aka Wings/Engines/other
Well, I made the run to Pearl last night.
Man, Thuban, Pics even, Pearl - everytime I jumped in or came near "AI life" it turned into a "Jump lightning bug display" with 1st one or a couple of Red and then more and more hopping into existence all around.
But I followed what seems to be (yes?????) the standard advice and 2500+ inertial away from trailing missiles until I could get a breather to go into Nav and choose the next Jump Gate I had Added in before starting out. And I Jumped with Inertial into Oasis station (and it was the middle of the night so I forget the sequence of events) I either upgraded to a Mammoth Frame there or waited til I got to Pearl Hidden. But I bought some stuff to take to sell at Pearl Hidden.
Well I lowered CM slots to 2 and Crew to 3 and raised Equipment and Hardpoints to 8.
Now my dilemma. (I should have written this down - I can't remember anything).
I kept my C4 Fuel (1600) - it seems plenty.
I got level 10 shields as eveyone suggest.
I "think" I upped my Engine from 8 to 9
and my Wings from 2 to I "think" I got the Falcon MK III C6 Wings (anyway the 1st one that has a Tail and extra Thruster).
That left me with 5 remaining assembly units.
Should I go in and lower my Engine until I can get (from the chart I'd say) one of the following???
Razor MK II C8 110
Razor MK III C9 120
Razor MK IV C10 135
NightHawk MK I C11 150 (I doubt I could get rid of enough Engine to let me get the C11 and maybe not even the C10).
I was disappointed at the drop of speed from the Sentinel to the Mammoth - I pretty much use X2 as a general Default cruising speed now to make for the loss.
Anyway, thoughts on Engines vs Wings above???
Which is more important?
I don't want to be a fighter Ace - I don't have the temperament to go the Military route. But I do want to be able to fight back somewhat effectively and kill Guilds and Rebels as needed.
I did learn for sure last night that once you get much past 1500 or 2000 or so in speed - especially 2000 and higher - forget turning until you slow down.
I kinda wish I had gotten the Guardian like I had planned but I thought the extra 50 assembly points were more important - and since I only have 5 left that might be right.
But I may change again to Guardian or Legacy which look relatively close 500 vs 525 Assm, 55 vs 50 Agility, 210 vs 225 Armor, 374 vs 348 speed.
Paul
Man, Thuban, Pics even, Pearl - everytime I jumped in or came near "AI life" it turned into a "Jump lightning bug display" with 1st one or a couple of Red and then more and more hopping into existence all around.
But I followed what seems to be (yes?????) the standard advice and 2500+ inertial away from trailing missiles until I could get a breather to go into Nav and choose the next Jump Gate I had Added in before starting out. And I Jumped with Inertial into Oasis station (and it was the middle of the night so I forget the sequence of events) I either upgraded to a Mammoth Frame there or waited til I got to Pearl Hidden. But I bought some stuff to take to sell at Pearl Hidden.
Well I lowered CM slots to 2 and Crew to 3 and raised Equipment and Hardpoints to 8.
Now my dilemma. (I should have written this down - I can't remember anything).
I kept my C4 Fuel (1600) - it seems plenty.
I got level 10 shields as eveyone suggest.
I "think" I upped my Engine from 8 to 9
and my Wings from 2 to I "think" I got the Falcon MK III C6 Wings (anyway the 1st one that has a Tail and extra Thruster).
That left me with 5 remaining assembly units.
Should I go in and lower my Engine until I can get (from the chart I'd say) one of the following???
Razor MK II C8 110
Razor MK III C9 120
Razor MK IV C10 135
NightHawk MK I C11 150 (I doubt I could get rid of enough Engine to let me get the C11 and maybe not even the C10).
I was disappointed at the drop of speed from the Sentinel to the Mammoth - I pretty much use X2 as a general Default cruising speed now to make for the loss.
Anyway, thoughts on Engines vs Wings above???
Which is more important?
I don't want to be a fighter Ace - I don't have the temperament to go the Military route. But I do want to be able to fight back somewhat effectively and kill Guilds and Rebels as needed.
I did learn for sure last night that once you get much past 1500 or 2000 or so in speed - especially 2000 and higher - forget turning until you slow down.
I kinda wish I had gotten the Guardian like I had planned but I thought the extra 50 assembly points were more important - and since I only have 5 left that might be right.
But I may change again to Guardian or Legacy which look relatively close 500 vs 525 Assm, 55 vs 50 Agility, 210 vs 225 Armor, 374 vs 348 speed.
Paul
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Marvin
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For engines, I look for one that will give me around 1460 full throttle with the IDS multiplier set to whatever it takes. That gives me the best option for planetary combat without having to adjust the throttle below maximum. Then, for wings, I test them out at full throttle, selecting whatever gives me a good turn rate without the likelihood of an overshoot (turning too fast). Finally, I balance the difference between fuel load and crew members, depending on the mission.
Either that or I use a military ship, where the only upgrade I can make is to fuel cells.
Either that or I use a military ship, where the only upgrade I can make is to fuel cells.
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SeeJay
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I always keep fully upgraded wings for turn rate and maxed out shields.
Engines I use the class that I can "afford" with any mount points I have left. It doesn't matter to me if it's still a level 1 engine
since we have the IDS multiplier. Before IDS Multiplier engines was important. Now they are not!
Engines I use the class that I can "afford" with any mount points I have left. It doesn't matter to me if it's still a level 1 engine
since we have the IDS multiplier. Before IDS Multiplier engines was important. Now they are not!
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PaulB
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More questions aka Wings/Engines/other
Hmmm, I may have to try that - but it's getting expensive swapping out engines and wings ans fuel tanks to test.From post: 167963, Topic: tid=11275, author=SeeJay wrote:I always keep fully upgraded wings for turn rate and maxed out shields.
Engines I use the class that I can "afford" with any mount points I have left. It doesn't matter to me if it's still a level 1 engine
since we have the IDS multiplier. Before IDS Multiplier engines was important. Now they are not!
Just a bit ago I swapped again up to an Engine 9, Wings down from (7 I think) to 4 or 5 (I can't remember this stuff - I'm half brain dead) - and took ou the 1200 fuel and put the 1600 back.
The Engine 9 - over the 8 and 7 I tried actually does give me a bit better accel to something over 512+ (x1) where the engine 8 was only giving me 470 or there abouts and seemed slugish.
I couldn't tell that the wings 7 or 8 made muc of a difference over the 6 I had at 1st so I have them at 4 or 5.
I'm afraid a low engine will bum up my guns.
Anyway - I nee more help.
I came back from Pearl with a Deploy and a Build constructors.
I built a station in Sapphire - no problem there.
I built a Research station (and didn't log the coords in the Nav Map (I know which of 1 or 2 sectors I put it in but dangit I can't find it now and it doesn't show up on radar.
Also how does it work (the Research station) ? What does it do and how do you use it ? Can you enter it? It didn't look like it.
Same questions for an Ore station (but I DID log this one in the Nav Map - but the station itself doesn't show up on radar either. If it wasn't for the Add to Nav I probably wouldn't be able to find it either.
What up with all the stations beside the Trade station???
I can read about what they are for - but there are no details on how they work or if they just sit out there looking pretty.
Oh- one more - is it only the Trade station that must be 2 sectors from any others or does that apply to all the Build stations??? And I'm not clear on why it sometimes tells hte it must be something like +-50000???
The Deploy Fuel whatchamacallit. I finally figure out up to get it to work and refuel me - ok if you are out in the sticks with no Neb cloud & Fuel Converter. Could you fill me in on how the other Deploy items work (except maybe the Mining thing - I read a fairly good description about that in the guides.)???
I think as much as these boogers cost you shouldn't have to pay more to use them
Thanks,
Paul
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DaveK
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It shouldn't cost you anything to try out new stuff (other than being able to afford it in the first place) - if you swap back to a cheaper unit you get the difference in credit back againFrom post: 167965, Topic: tid=11275, author=PaulB wrote:
Hmmm, I may have to try that - but it's getting expensive swapping out engines and wings ans fuel tanks to test.
The only time you have to be careful is if you swap to a smaller frame that can't fit in all your equipment - but even then, all you have to do is sell the excess equipment before you swap frames
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Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
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Marvin
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More questions aka Wings/Engines/other
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Busch
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From the Evo-Mercs web site, Evochron Universe Information pages -
Trade Stations: Are the main trade locations in the game. They provide additional AI threads for new traffic patterns, ship docking, inventory changes, market values, contract objectives, and more.
Constructor Stations: let you construct items from raw materials. [*Basic commodities = 'raw materials' = some metals, hydrogen, fusion, anti-matter, electronics, and et cetera can be 'rolled over' into technology/equipment items to sell or trade.*]
Research Stations: Provide valuable R&D for increasing the level of technology in a given area. These stations can improve the availability of items while offering more advanced technology.
Energy Stations: Help support the local Energy and Navy factions by producing critical energy related items such as power cells, batteries, solar arrays, and direct capital ship refueling.
Ore Processors: Take raw materials from nearby trade stations (which in turn receives the materials from local freelance mercenaries) and converts them into machinery parts, electronics, and other simple items. These stations can help local inventories, and provide a better range of items.

Trade Stations: Are the main trade locations in the game. They provide additional AI threads for new traffic patterns, ship docking, inventory changes, market values, contract objectives, and more.
Constructor Stations: let you construct items from raw materials. [*Basic commodities = 'raw materials' = some metals, hydrogen, fusion, anti-matter, electronics, and et cetera can be 'rolled over' into technology/equipment items to sell or trade.*]
Research Stations: Provide valuable R&D for increasing the level of technology in a given area. These stations can improve the availability of items while offering more advanced technology.
Energy Stations: Help support the local Energy and Navy factions by producing critical energy related items such as power cells, batteries, solar arrays, and direct capital ship refueling.
Ore Processors: Take raw materials from nearby trade stations (which in turn receives the materials from local freelance mercenaries) and converts them into machinery parts, electronics, and other simple items. These stations can help local inventories, and provide a better range of items.
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DaveK
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There's a Mercenary Technical Guide that tells you how everything works and the reasons for things like a two sector separation for trade stations.From post: 167965, Topic: tid=11275, author=PaulB wrote:Also how does it work (the Research station) ? What does it do and how do you use it ? Can you enter it? It didn't look like it.
Same questions for an Ore station (but I DID log this one in the Nav Map - but the station itself doesn't show up on radar either. If it wasn't for the Add to Nav I probably wouldn't be able to find it either.
What up with all the stations beside the Trade station???
I can read about what they are for - but there are no details on how they work or if they just sit out there looking pretty.
Oh- one more - is it only the Trade station that must be 2 sectors from any others or does that apply to all the Build stations??? And I'm not clear on why it sometimes tells hte it must be something like +-50000???
Marvin has also created a similar manual, the Hitchhikers Guide to Evochron which has a slightly different emphasis - it's on the forum
These are NOT spoilers - they just explain how and why things work as they do.
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Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


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PaulB
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More questions aka Wings/Engines/other
Yes I read and knew that, but I had assumed the last 3 type were stations you could dock at and interact with as well - but now I know not.From post: 167973, Topic: tid=11275, author=Busch wrote:From the Evo-Mercs web site, Evochron Universe Information pages -
Trade Stations: Are the main trade locations in the game. They provide additional AI threads for new traffic patterns, ship docking, inventory changes, market values, contract objectives, and more.
Constructor Stations: let you construct items from raw materials. [*Basic commodities = 'raw materials' = some metals, hydrogen, fusion, anti-matter, electronics, and et cetera can be 'rolled over' into technology/equipment items to sell or trade.*]
Research Stations: Provide valuable R&D for increasing the level of technology in a given area. These stations can improve the availability of items while offering more advanced technology.
Energy Stations: Help support the local Energy and Navy factions by producing critical energy related items such as power cells, batteries, solar arrays, and direct capital ship refueling.
Ore Processors: Take raw materials from nearby trade stations (which in turn receives the materials from local freelance mercenaries) and converts them into machinery parts, electronics, and other simple items. These stations can help local inventories, and provide a better range of items.
Although I still don't see why they don't show up in the Nav Map or on Radar at least. I thought I HAD seen them in the Nav Map in MP on the Olympus Prime server. When I encountered them I didn't know what they were cause I hadn't seen a Build Constructor and meant to ask someone but got sidetracked.
Paul
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PaulB
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More questions aka Wings/Engines/other
It doesn't tell me how everything works (to the degree I want to know) because not only have I downloaded them - I've converted the Hint & Tips and the Instruction Guide to EPUB format and loading them on my Nook ereader.From post: 167994, Topic: tid=11275, author=DaveK wrote:There's a Mercenary Technical Guide that tells you how everything works and the reasons for things like a two sector separation for trade stations.From post: 167965, Topic: tid=11275, author=PaulB wrote: Also how does it work (the Research station) ? What does it do and how do you use it ? Can you enter it? It didn't look like it.
Same questions for an Ore station (but I DID log this one in the Nav Map - but the station itself doesn't show up on radar either. If it wasn't for the Add to Nav I probably wouldn't be able to find it either.
What up with all the stations beside the Trade station???
I can read about what they are for - but there are no details on how they work or if they just sit out there looking pretty.
Oh- one more - is it only the Trade station that must be 2 sectors from any others or does that apply to all the Build stations??? And I'm not clear on why it sometimes tells hte it must be something like +-50000???
Marvin has also created a similar manual, the Hitchhikers Guide to Evochron which has a slightly different emphasis - it's on the forum
These are NOT spoilers - they just explain how and why things work as they do.
However they are a big help - I'm a tinkerer - in my past working life I've been an electronics Tech, a computer tech, a programmer, a data processing/system manager - so I like to know the details.
Paul
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PaulB
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Yea I've got a number of things stored (now in the station I built) that it's not practical to keep in my cargo hold except on occassions since my goal is to be a trader/miner/fighter (more or less in that orber "maybe") - basically more a Privateer - but Mercenary will do, though not quite the same thing.From post: 167972, Topic: tid=11275, author=Marvin wrote:I always store any excess equipment at the trade station ... especially items which are hard to find. And, during tests, I use a minimum amount of fuel ... no need to waste it. As for stations other than the trade station, you can enter a constructor station (which is probably why it shows up on the navigation map) ... the others operate independently to improve the sector's technology. And the deploy constructor ... the sensor array comes in handy when searching for fleeing enemy ships (they show as red dots within the sensor area) and hidden containers (they show as purple dots). Finally, there are two restrictions to building: one, build two sectors away from any other similar object; two, build within the center four squares of a sector. If you still get a message blocking you from building, it's probably because you're too close to a planet or moon.
For example I like having the Fuel convert for free use in nebulas, the Deploy Fuel station as a 2nd choice - but having only 5 cargo bays and now 8 equipment slots and doind swaps only docked is very limiting to being a privateer.
You need the tools to do the job(s) you may come across while out doing your thing - but you have to hope there is a safe station around nearby that you can do a quick hop to and swap tools around to do the current chore. Lot's of times you never know when you may need a tool in your cargo - though I still complain that there should be a seperate, inflight "swappable" EXTRA set Equipment Storage Bays. You can't use the tools that are stored there from there - but you CAN "hot swap" any one Equipment bay tool with any one EStorage bay tool in flight. That's how I would have it set up were it my choice.
Paul
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PaulB
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Another question I forgot to ask.
When you buy a station license - is it a one time fee for that station - or a recurring charge???
I understand anything in the Hangar is a recurring charge but I haven't seen in any documention where it says the License is a one time fee or a recurring charge.
Paul
When you buy a station license - is it a one time fee for that station - or a recurring charge???
I understand anything in the Hangar is a recurring charge but I haven't seen in any documention where it says the License is a one time fee or a recurring charge.
Paul
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Marvin
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Marvin
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P.S. The docking fee is charged every time you dock ... unless you buy a station license ... which is a one-time purchase per station.
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PaulB
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But I guess I never got a clear answer to a previous post. Doesn't the Engine also affect your Shield and Guns Recharge rate????From post: 167963, Topic: tid=11275, author=SeeJay wrote:I always keep fully upgraded wings for turn rate and maxed out shields.
Engines I use the class that I can "afford" with any mount points I have left. It doesn't matter to me if it's still a level 1 engine
since we have the IDS multiplier. Before IDS Multiplier engines was important. Now they are not!
if not then I guess I really should lower my engine and increase my Wing.
Paul
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PaulB
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Hmm, why not in Andromeda?From post: 167999, Topic: tid=11275, author=Marvin wrote:I have mine set up the same way the protagonist in the H2GE quest sets up his. For fuel, I carry a Build Constructor ... it works everywhere except Andromeda.
Paul
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PaulB
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Yes I mean the Station License - was it a one time fee.From post: 168000, Topic: tid=11275, author=Marvin wrote:P.S. The docking fee is charged every time you dock ... unless you buy a station license ... which is a one-time purchase per station.
I knew the docking fee was for each dock.
But it's a big peace of mind to know the License is just a one time fee - better one huge fee that recurring huge fees.
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DaveK
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The engines make a very small difference to the acceleration rate - their main effect is on top speed. With the introduction of the IDS multiplier you can have a decent speed with a relatively 'small' engine, so choose an engine with a (speed x 5) high enough for you and then use the rest of the points on wingsFrom post: 168004, Topic: tid=11275, author=PaulB wrote:But I guess I never got a clear answer to a previous post. Doesn't the Engine also affect your Shield and Guns Recharge rate????From post: 167963, Topic: tid=11275, author=SeeJay wrote:I always keep fully upgraded wings for turn rate and maxed out shields.
Engines I use the class that I can "afford" with any mount points I have left. It doesn't matter to me if it's still a level 1 engine
since we have the IDS multiplier. Before IDS Multiplier engines was important. Now they are not!
if not then I guess I really should lower my engine and increase my Wing.
Paul
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Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


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Rubber Chicken
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Stations aren't allowed to be built in Andromeda, and once an explorer passes the 'edge of creation' in other directions, they won't build there either.From post: 168005, Topic: tid=11275, author=PaulB wrote:Hmm, why not in Andromeda?From post: 167999, Topic: tid=11275, author=Marvin wrote:I have mine set up the same way the protagonist in the H2GE quest sets up his. For fuel, I carry a Build Constructor ... it works everywhere except Andromeda.
Paul
I suppose the subspace materials transportation and nanobot construction process that goes on while you wait for your station to 'magically' appear before your eyes won't transmit that far from civilization.
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Marvin
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To reduce the proliferation of slum tenements?From post: 168020, Topic: tid=11275, author=Marvin wrote:One might ask: "Why does the Federation-Alliance restriction of leaving a sector between stations apply in Andromeda?" The answer being: "For the same reason it applies to stations built in Vonari space."
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Busch
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For Mercenaries, le part 1 et le part 2me, Andromeda was 'turned off'. Except for a few tourist attractions, and the road there. Andromeda once was the ideal destination of one of the quests in Legends. The other being the Beacon Quest. The device, should one find it, still works. And the scenic views are truly spectacular, bring your image recorders - please! 
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Call Sign: Busch



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Call Sign: Busch



