Wingmen Unite

Tips, tactics, and general discussion for Evochron Legacy.
-Pv-
Ensign
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Post by -Pv- »

In the readme, tech guides, hints&tips and searches on this site I've made so far, there is little cohesive information on wingmen/fleet formations.

There is some information on what they are useful for and some hints on creating them, but little of this information can be found in one place, and no source I've seen so far covers the entire subject.

I have the following observations:
1) There are apparent keys in the game to control them, but by default are unmapped. All the unaltered keys appear to be taken. The key mapping interface appears to only support unaltered keys. This leaves controller assignments as the only option unless I give up default keys. On my Saitek X-65F, the console buttons T1-T4 are ignored in Mercenary. I do not have this trouble with other games such as Orbiter, Flight Simulator, Warthog, Falcon4, etc.

2) When trying to set up wingmen with the F4 ship-to-ship, the 1000 range limit is more than a bit of a pain. I suspect this is to prevent too many ships from being in range of the radio? One of the problems is maintaining contact while being so close which is also a problem when the AI contact me. The result is I ignore ALL request for trade because it's nearly impossible to move through the key hoops without losing contact. When I initiate contact, I have tried to use (F) Form and (M) Match commands with poor results because I sill have to fly the ship while negotiating the dialog box. These two commands appear to be undocumented as to their exact functionality except for mentioning they exist.

I would like to see the Trade contact range increased so it's easier to remain close without running into them or flying in circles while using the dialog box.

I would also like to see these features I've mentioned get better documentation in the readme and in associated "official" support documents on contacts, trades, fleets, combat, etc.

-Pv-

[Edited on 6-26-2014 by -Pv-]
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Marvin
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Post by Marvin »

:cool: When in formation (Form) with another ship (AI or player), you need not bother flying your own ship. This allows you to converse with an AI pilot (ask for information, etc.) or scan his ship. It also allows you to more easily rescue another player ... especially if his ship isn't stationary.
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Post by Noesis »

Yeah like Marvin said use Form but also remember to make sure Inertial is OFF, so it can also control your ships velocity.

With regard to the key problem, personally I use Autohotkey (AHK) to map key combos to mouse actions, so for example win+f1 will make the mouse click on the coordinates to open the menu and then one of the entry coordinates.
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Post by -Pv- »

I had uncertain results trying both Match and Form with IDS. I'll work with Form some more.
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Post by Marvin »

:cool: Like Noesis said, inertial must be disengaged. But you should also have a big enough engine to match speed ... else the ship you want to join will outpace you.
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Post by -Pv- »

Yea, I have not attempted to intercept faster ships. If I can get close enough to engage comms, that's a good sign.
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DaveK
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Post by DaveK »

No-one has mentioned this up until now . . . I'll bring together the info available so far plus that which is generated here and add it to the next update of the the Hints&Tips Guide

:)
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Marvin
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Post by Marvin »

:cool: For rescue missions (MP), be sure to add the technique where the rescuing pilot deploys either a refueling or trade station in the sector ... after the rescued pilot has been transferred to the rescuing pilot's turret. Then, remaining in the turret until the rescue ship is safely ensconced within the station.
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Post by -Pv- »

It was interesting to learn last night that I could get credit for patrol kills without firing a shot.

I accepted a 4 bogy patrol and showed up at the waypoint. Seeing I was outgunned and out numbered, I warped off to the nearby station, docked, repaired and spent the next hour and a half mining the nearby asteroids. Over time, as reds showed up near the station one at a time, the friendly/neutral AI (not my fleet) would take off after them, even at long distance (wish the wingmen would do this) and after they shot down the fourth baddie, I got paid for the lot without me hitting anything or incurring any more damage or loss of assets. Shiny! Apparently, all that was required was for me to be in visual range of the action.

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Post by DaveK »

On a similar level, if you are part of a group on MP who are doing contracts (usually in a WZ), everyone gets the credit (status and $$$) You can even get killed and as long as you reload before the contract is complete you get the rewards.

Only thing to watch though is that if you take a contract and then drop out without 'closing' it then you block contracts in that sector for everyone else

:)
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