New Frames & Inventory Console Features

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

From post: 169902, Topic: tid=10221, author=DaveK wrote:
From post: 169899, Topic: tid=10221, author=Major Grubert wrote:I'd like specific frame for each kind of profiles, and some of them only available to this kind of profile
An interesting idea! :D

So, if you want to be a racer (for example) there would be wings & engines that only fitted a special racer frame? If so what would be given up in it's place? - no weapons or shields, no cargo bays, no crew?, very small fuel capacity? Or would a cargo frame with lots of extra bays have room for shields and defensive weapons? Perhaps it would have to hire a protective screen to escort it from place to place - which would lead to another career option : close protection! Would a combat frame be basically invulnerable to everything except another combat frame? Another career option - bounty hunter after pilots abusing their combat frame capability

Going back to the first example, what could you do in the racing frame other than racing? Do you see pilots storing many different frames for when they want to do different things? Or having lots of different profiles to swap between? It would certainly bring a whole new level to fine-tuning frames! :)

One issue to be considered is how to avoid a racer frame or a combat frame (and so on) being unbeatable by anyone not using the same sort of specialist frame. Or perhaps there would be groups who just race and so have racing frames

:)
some basis should be available to all profiles like now, i mean, whatever you start you always access what's already available

my idea is inclusive not exclusive

a racer profile should have minimal crew and cargo but more wings and propulsion maybe more field to
they can have canon and beam like all others, maybe less missile slots but more defensive stuff

I dont know about racer profile that much I dont see real things to do with race in evoverse right now (maybe very fast and safe ship for transport very important personality/highly expensive/rare items/messages on small quantity/large distances)
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Post by Major Grubert »

From post: 169903, Topic: tid=10221, author=Kkabb wrote:How about this? The ability to set a bounty on YOURSELF that is broadcast server wide basically telling everyone online, not only am I up for PVP but a certain amount of my wealth that I have agreed to will be instantly rewarded to whoever lands the killing blow. COME AT ME BRO! :)

[Edited on 5-8-2014 by Kkabb]
ohoh, that could be very incentive for others to chase you each time you come online....
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Post by Noesis »

I know this has been mentioned in other threads but I'd like to see a slight change in the storing of ships at stations. I like the idea of you store a ship with all it's components (Equipment, Missiles, and maybe Cargo?) - and you have to completely re-fit a new ship.

As it currently is I think that there is too little difference between storing a ship in a hanger vs. building a new one, and this would help differentiate the two.

Crew btw should remain as they currently are IMO.

Another unrelated thing I'd like to see is with regard to Terrain Walkers essentially doing nothing for the ship in space. I'd like to see them give the ship something simple like perhaps you're ship with an equipped TW can access the TW's cargo scanner so it's akin to having a cargo scanner installed as well. And another kind of logical (IMO) ship feature addition would be the TW allows you to swap out equipment to cargo and combine like cargo types when you are landed on a planet surface. i.e. the same inventory manipulation that can currently be done at a station/city, but with a walker equipped you can do it wherever a walker could be deployed as well.
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Post by DaveK »

From post: 169956, Topic: tid=10221, author=Noesis wrote:I know this has been mentioned in other threads but I'd like to see a slight change in the storing of ships at stations. I like the idea of you store a ship with all it's components (Equipment, Missiles, and maybe Cargo?) - and you have to completely re-fit a new ship.

As it currently is I think that there is too little difference between storing a ship in a hanger vs. building a new one, and this would help differentiate the two.

Crew btw should remain as they currently are IMO.

Another unrelated thing I'd like to see is with regard to Terrain Walkers essentially doing nothing for the ship in space. I'd like to see them give the ship something simple like perhaps you're ship with an equipped TW can access the TW's cargo scanner so it's akin to having a cargo scanner installed as well. And another kind of logical (IMO) ship feature addition would be the TW allows you to swap out equipment to cargo and combine like cargo types when you are landed on a planet surface. i.e. the same inventory manipulation that can currently be done at a station/city, but with a walker equipped you can do it wherever a walker could be deployed as well.
Perhaps you could equip it with a(n) (expensive??) repair module so you could clamber around the outside of you ship and do bigger repairs quicker - swapping certain modules out rather than just repairing them. The extra expensiveness would cover the cost of including a basic set of replacements (shield power coils, cannon targetting module etc)

:)
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Post by Rubber Chicken »

I'd like to see stations offer hotel service to ship captains who want to fly military frames but don't want to lose their civilian crew. It would be a timed-cycle rental fee just like the Hangar, but it would keep crew aboard instead.

Maybe there could be a slight chance of random 'fees' like:

Crew member O.M.G. trashed the room. Assessed repair fee - 125,000 credits.

or

Crew member W.T.H put too much bubble bath into the Jacuzzi and flooded C-deck. Assessed repair fee - 226,000 credits.

:P:P:P:P:P
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Post by Marvin »

:P How much would it cost to get your entire crew out of jail?
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Post by Rubber Chicken »

Eh, would never be the 'entire' crew per se. After all the Navigator would have to call his Mama for bail. So basically 3/4 of whatever the bail would be... :P
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Post by Busch »

Post the what? Post the bail? Getcher Mama to post the bail!!! :P:P:P:P:P :cool::cool:
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Post by PaulB »

From post: 169956, Topic: tid=10221, author=Noesis wrote:I know this has been mentioned in other threads but I'd like to see a slight change in the storing of ships at stations. I like the idea of you store a ship with all it's components (Equipment, Missiles, and maybe Cargo?) - and you have to completely re-fit a new ship.

As it currently is I think that there is too little difference between storing a ship in a hanger vs. building a new one, and this would help differentiate the two.

Crew btw should remain as they currently are IMO.

Another unrelated thing I'd like to see is with regard to Terrain Walkers essentially doing nothing for the ship in space. I'd like to see them give the ship something simple like perhaps you're ship with an equipped TW can access the TW's cargo scanner so it's akin to having a cargo scanner installed as well. And another kind of logical (IMO) ship feature addition would be the TW allows you to swap out equipment to cargo and combine like cargo types when you are landed on a planet surface. i.e. the same inventory manipulation that can currently be done at a station/city, but with a walker equipped you can do it wherever a walker could be deployed as well.
Thank god another kindred spirit :)

Paul

[Edited on 5-11-2014 by PaulB]
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Post by Noesis »

Seems I was a bit ambiguous when I said "Crew btw should remain as they currently are IMO." I meant crew should be handled the way they currently are (with respect to ship storage). i.e. they're separate from the ship.

Rubber Chickens post about the hotel or something similar where you pay some sort of retainer fee on top of their wage would be the way to go should retaining crew members ever become an option.

I reckon Dave's Idea about repairs is pretty good too, and an old idea (a few pages ago) from Rubber Chicken about getting contracts from cap ships in the ship to ship trade screen.
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Post by Noesis »

Oh yeah and I keep forgetting to post this one (meant to do it originally) but make the TW immune to the effects of those planets with increased gravity or pressure or whatever it is that makes the shields/hull levels deplete if you go too low.
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Post by Major Grubert »

I'd like more new experimental warp engines, 1.5xmantis and 2x and 2.5x and why not more ?
make it little rare item, make it very expensive

even make it need to hire a warp engine scientist !

even for bigger and more experimental ones make them subject to repair needs once in a while
more, make it go wrong sometimes (wrong coordinates!) lol
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Post by Stateofpsychosis »

how about bombs

atom bombs that actually make mushrooms clouds on planets visible from space (too much fun)

nova bombs like in star trek andromeda that can destroy entire systems or sectors (you'd have to shoot them into the system's sun for them to have an effect) .. unless you have a mantis drive and jump right away you should blow up too. having the explosion almost catch up with you even on a quick jump.

the ability to completely blow up planets probably wouldn't work so easily but if it was possible that sure would be a lot of fun :) where's my death star?

I'd definitely like to see the ability to get up and walk around your space ship/fix things manually. like actually being able to pull open a panel crawl in and start fixing circuitry
sort of like a point and click game or an old text adventure like star cross
(would just make the whole experience feel more real)

More stuff to explore and do on the planets
like more caves, secrets, the ability to go under water and explore there too
maybe some more treasure hunting/exploration hidden secrets. Like finding a old ruin on a planet that you can go in and explore, solve some riddles, translate a foreign language to solve it myst style, stuff like that
something with a really big reward at the end and so intellectually hard the only the most hardcore gamer will go after it.

More planets/planet types
chlorine planets, machine worlds, sulfur planets, carbon (diamond) planets, etc

A very specific idea.. a machine world with a machine moon orbiting it that's decked out in serious weapons that are constantly attacking the planet it's orbiting. something like a death star mission to take it down would be cool and this is a more original way to do it. something along those lines anyways. Just want that flying through the trench, beating all odds sort of death star mission :P

more button control with the mouse like actually being able to flick switches and all of that like in xplane

a more realistic orbital landing system

more ship frames.. specifically larger ship frames. I'd like to see some really expensive ones that are bigger than capital ships.. so big they can't even land on planets without burning up... an idea... how about storage hangers on these bigger ships so that you can actually store a smaller fighter ship or something inside the bigger one with the option of switching to it.

If you guys do add more ships, how about the HUD changing when you buy a new ship so it really feels like you're in a new one. Maybe a HUD where you can see more of the inside of the ship on the outer edges even if it reduces visibility.

I could go on and on
No limit to how much you can add to games like this :)



[Edited on 5-13-2014 by Stateofpsychosis]
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Post by picommander »

From post: 170105, Topic: tid=10221, author=Stateofpsychosis wrote:
...
I could go on and on
No limit to how much you can add to games like this :)
Sure, but there is a limited number of developers. In our case it's exactly 1 (-> Vice).
Try to respect this or try to code a similar game - alone. Good luck! :P
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Post by Stateofpsychosis »

From post: 170112, Topic: tid=10221, author=picommander wrote:
From post: 170105, Topic: tid=10221, author=Stateofpsychosis wrote:
...
I could go on and on
No limit to how much you can add to games like this :)
Sure, but there is a limited number of developers. In our case it's exactly 1 (-> Vice).
Try to respect this or try to code a similar game - alone. Good luck! :P
I know just throwing out ideas

you don't have to take all of them ;)

I know that coding can prevent a lot of ideas from being viable. I work for a site with few developers and only like 1 in 10 of my ideas actually end up being used because of that sort of thing. It's all good though

I do think the bombs idea is a good one though
more and bigger explosions always make a game more fun. maybe the blowing up planets idea wouldn't work, but even with the nova bomb idea there's probably a lazy way to do it like just making sure every ship in the sector blows up. maybe change the color of the atmosphere of the planets after to a slight reddish or grey and have all of the stations and cities blow up too. that's a long shot though. just bigger explosions in general :) even if I could just drop atom bombs I'd be happy surely everyone would like that. up to you guys though ;)




[Edited on 5-13-2014 by Stateofpsychosis]
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Post by picommander »

Personally, I'm not such a big fan of mass-destruction, giant explosions and bombastic sensations in general - but then it's probably just me...

But I agree on your ideas when it comes to more meat for explorers. Combat is already quite good, but I wished there would be more diversity on uncharted planets (both landscape and plants) and more interesting and *different* finds to make the long travels worthwhile.
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Post by DaveK »

From post: 170126, Topic: tid=10221, author=picommander wrote:Personally, I'm not such a big fan of mass-destruction, giant explosions and bombastic sensations in general - but then it's probably just me...

Nope, it's not! :D

But I agree on your ideas when it comes to more meat for explorers. Combat is already quite good, but I wished there would be more diversity on uncharted planets (both landscape and plants) and more interesting and *different* finds to make the long travels worthwhile.

Hard to disagree :D - though there's more to exploring than just planets. floating asteroids and floating trees on planets, LGM in flying saucers, 'wild' wormholes as well wormholes inside blackholes giving access to distant places to name a few
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Post by Rooster »

I'm more of an exploration and "ease of travel" kind of pilot. I also love the war zones So my wants are:

1) Digging/Building/Farming/Terraforming on planets.
2) A "Deep Space" fuel tank.
3) A visor that would simulate sunglasses.
4) An impossible War Zone.

1: This would be awesome. Extremely hard to do but AWESOME! Can you image leveling out some land next to a mountain and building a House and autonomous farming for your resources. Possibly a Planet base for other pilots to trade wares. Or digging out some land to pull a river towards your property. What about if someone comes along and wants to blow your stuff up? Fuel tanks you can fill that allow for refueling of your ship or selling to other pilots. Traveling to a distant planet in the "goldilocks zone" and drop a terraformer to speed up the evolution of the planets surface. Endless additions to an endless game.

2: This fuel tank would be for farming fuel or distant travel only. It would be so large that it would not be suitable for combat at all and would require a companion for protection. You could refuel your helps ship and farm fuel at a faster rate from nebula's.

3: The idea of this just seems awesome. How many times have you looked into a bright sun or been in a fight and unable to see? What about a race that has a bright backdrop and doesn't allow for a good visual on the rings of the track? Just an idea but probably super hard to add in.

4: A war zone that is so hard it would take the combined power of five unique individuals to summon Captain Planet to survive.
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Post by Stateofpsychosis »

yea I'm actually more about exploration too

but i figure big explosions would appeal to the lowest comment denominator more than anything

I'd definitely put more exploration elements above explosions though

totally in agreement on that ;)
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Post by Stateofpsychosis »

lol captain planet what a terrible show
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Post by Stateofpsychosis »

Oh .. i know something that would be good to add that would probably be really really easy to code

pretty sure if I remember correctly you can't fire missiles unless you're locked on to something

it would be more fun when you're just screwing around to be able to fire them at anything you please whether they lock on or not.

also, is it possible for more than one person to man the same ship in online mode?
it would be cool if you could set it up so you have gunners while one person is flying :)
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Post by picommander »

The last one already exists: player gunner in multiplayer mode. :)
As of 'torpedos' I don't know. For what should it be good for?
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Post by Marvin »

:cool: To climb into another player's gun turret, each player targets the other and presses F4. The option is then displayed on the pop-up menu.
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Post by Stateofpsychosis »

just for fun picommander

just for fun stuff is what gives a game more replay value
cause then you can just screw around with it even if you've already beaten every mission

I'd be shooting excalliburs at cities and stuff lol
I'd even experiment with trying to warp into my missiles after shooting them :P

that is awesome that you can use another person in your gun turrets!
nice, I'm definitely going to have to fire up multiplayer soon now that I know this
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Post by Marvin »

:cool: I use the turret maneuver to rescue pilots who have run out of fuel and have trouble accepting fuel from another player. For blowing things up, try a station detonator.