Player-built hanger fees, MP, et al questions [ALL SOLVED - THANKS!]

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

Hi all... Sorry to spam with questions, but that's all I have right now D:

Here they are:

- 1/main:Station Fees

I recently built a trading station in Pearl so as to have a free place to dock while I grind for rep. For some reason (and for the life of me, I cannot find the source now) I was under the impression that I could also store my gear for free too. However, I am getting charged the fees. Am I wrong/mislead? The station indicates I have a license, but I'm not clear on all the mechanics, I guess...

I've searched to no avail. Which leads me to my next question...

- 2:Lack of wiki

Why is there no wiki? They're free to make and host, and there's a lot of basic info about the game that would have saved me (and countless others) a lot of really tedious, annoying and wasted forum/google searches without giving spoilers (probably would have saved me this post, really). To be honest, I have not had one single question answered via searching that did not come with spoilers. A wiki could solve this decisively (did I mention they're free?). I'd be happy to help moderate to filter defacing and spoilers (I mean the whole game has been spoiled for me by now, anyway, so why not)!

- 3:Multiplayer hesitation

I'm hesitant to try MP b/c of what I've heard (read). Is it true you cannot travel freely when someone is in a contract! (without ruining their contract)? Can I start a new contract when others are in one? Can I play MP and be my own thing - a pirate for example? Any servers with open/brutal PVP? Where can I learn about all the mechanics in detail (again: wiki anybody!?!?). The first two points seem extremely disconcerting, like poor design (sorry), and will force me away from any MP, if true. To me "free form" means "free form", not "ya, but you can't do X, Y and Z in MP b/c people will cry and kick you from the server, or b/c the game is designed to ruin their day when you do A, B or C".

- 4:Patrol Mission fail

Possible bug? More often than not, patrol missions never complete within any sane amount of time. I've waited up to 20 minutes after the last enemy was killed, and it never says "Contract objectives accomplished". No more enemies showed up, and I eventually exited and reloaded my game so as to not fail the contract (I'm not sure how much a failed contract counts against you, if any...but again: Wiki, anybody?).

[Edited on 6-7-2015 by statikregimen]
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Post by Marvin »

1. You pay hangar fees at your own stations. The benefits for building a station are many (especially in MP) but free hangar space is not one of them.

2. The was, once upon a time, a wiki. But nobody bothered to make entries. So it was discontinued. SeeJay did something different.

3. There are hundreds (maybe thousands) of sectors in EM. If you don't want to ruin another player's contract, you simply need to exit his sector.

4. Make note of how many enemy ships you need to kill. Until you've managed to kill them all, you won't complete the contract. Take a Deploy Constructor with you in case one or more book out and need to be tracked down. Deploy a sensor array to find them ... or any other red ... they all count the same.
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Post by SeeJay »

4. If a red slips away, hunt down any red and kill him to finish the contract.

Lots of info on my site. ;)
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Post by DaveK »

There's a Hints&Tips Guide (you can get it from SeeJay's site) - several hundred pages of collected wisdom but beware of spoilers!!

there's also the Mecenaries' Guide to your equipment - how it works and how to use it.

:)
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Post by Rubber Chicken »

From post: 177913, Topic: tid=11948, author=SeeJay wrote:4. If a red slips away, hunt down any red and kill him to finish the contract.

Lots of info on my site. ;)
If I remember correctly, the red you hunt down has to be of the same faction type as the ones generated at the mission waypoint.

---

As far as servers with "open/brutal" PvP policies go, I believe that none currently running outlaw uninvited attacks. Many players do consider it to be good etiquette to ask first, but really that is just a formality.

Most Legend/ Veteran pilots check pilot ranks via the player in-game player board (~ or scroll lock) and have a set rank that they won't attack below. This is mainly a courtesy to new pilots so they don't feel like they are in the mix with a bunch of 'baby seal clubbers' like happens in many other multiplayer sandboxes.

Best advice I can give in regard to that however is - ALT+F9 = Quicksave. There is also a key binding (Quicksave Secondary) in the Keys Setup menu that makes saving 1-button easy.

Save after EVERY bit of progress you make. If the Players and AI leave you alone, chances are the environment will get you no matter how veteran you become. ;)
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Post by PaulB »

From my experience any red you kill will count against the contract.
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Post by Marvin »

I think RC is correct. I've wandered around, killing reds right and left, without completing the contracts. Assumption: wrong reds. Also, if you take an Ace contract ... kill the ace.
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Post by PaulB »

From post: 177911, Topic: tid=11948, author=Marvin wrote:1. You pay hangar fees at your own stations. The benefits for building a station are many (especially in MP) but free hangar space is not one of them.

2. The was, once upon a time, a wiki. But nobody bothered to make entries. So it was discontinued. SeeJay did something different.

3. There are hundreds (maybe thousands) of sectors in EM. If you don't want to ruin another player's contract, you simply need to exit his sector.

4. Make note of how many enemy ships you need to kill. Until you've managed to kill them all, you won't complete the contract. Take a Deploy Constructor with you in case one or more book out and need to be tracked down. Deploy a sensor array to find them ... or any other red ... they all count the same.
I don't know. It sure seems to me at times that even if I'm in a different sector in Talison WZ that I've gotten included in a contract I didn't want to be included it. Maybe I'm mistaken but I could swear that has happened.

I had some STRANGE occurrances last night Tue and tonight Wed in TWZ.
Last night I was doing Carrier contracts and the Reds were MEAN like the ones at player built stations. And Viper 1 came in and seemed to notice it also.
For instance multiwaopint 5/20 and there was only like one AI navy to help and all the Vonari were B's and the only way I could keep from being ganged up on and wining was you run a Retreating Defence and gradually pick them off. That was Tuesday night.

Tonight that aspect was back to normal but another things occured. I had two occassion where I jumped to the waypoint (multiwaypoint contract) and there were no other ships around at all. I had to deploy a sensor and go hunting all over creation to find Reds - then the next waypoint woas normal. Then a bit later I had another empty waypoint.
WJones was around at some point and I don't know if that could have somehow affected it or what.
It was so odd.
BTW all that was on Chiron server.
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Post by PaulB »

From post: 177937, Topic: tid=11948, author=Marvin wrote:I think RC is correct. I've wandered around, killing reds right and left, without completing the contracts. Assumption: wrong reds. Also, if you take an Ace contract ... kill the ace.
I know in SP I've lost reds and had to go tracking some down and I didn't pay any attention to whether they wewre guild or rebels or what and I always completed the contract.
I guess I could have just happened on the correct faction - but on 3 or more different contract occasions - I doubt it.
Also I never even paid attention whether contracts were all guild or all rebel of a combination. I just took them and did them.

[Edited on 6-4-2015 by PaulB]
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Post by Marvin »

From post: 177938, Topic: tid=11948, author=PaulB wrote:It was so odd.
:cool: Enemy ships employ different tactics all the time. Sometimes you can anticipate what's going to happen (Olympus, for example, is a family feud), other times not.
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Post by Rubber Chicken »

I've seen the 'only 1 Navy wingman' occur in SP as well. The friendlies were flying as usual -like it's a demolition derby, not a dogfight- and getting wiped by the Vons, who have the fighters with slightly greater attributes (as attested by the Evoch-E shipyard description).

This went on for about an hour, then after awhile there was only 1 Avenger present at each of the waypoints. After about another 45 minutes, it seemed to reset.

I can only theorize but:

A) It's possible friendly resources deplete as attrition runs it's course, then get reinforced over a period of time.

Or-

B) The amount of help you receive scales with your rank and skill level. - Vonaris in any warzone are hard pressed to dent my shields, much less scratch my paint, and I did just increase my rank on that profile to Commodore. Perhaps Mr. Jones is of similar capabilities, and you got some 'spill over' from his presence there.

Or-

C) I'm completely wrong and it's something else entirely. :D


I've never experienced the 'absentee enemies at the waypoint' event you spoke of, but I have occasionally found Capital ships not present, or waypoints where the enemy was short-handed. On those occasions I did have to hunt.
If the friendly Cap survives and doesn't jump away after the immediate area is cleared, sometimes flying escort until new threats arrive is a good way to go. It might take a bit more patience than expected, but the scenery is nice and the 'green level' music can be quite soothing. :)
Of course, Cap escorting can only be done in sectors other than Talison Conflict Central...

[Edited on 6-4-2015 by Rubber Chicken]
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Post by statikregimen »

Wow... yikes...Thanks for all the replies! I'm a bit too intoxicated to mull over them right now but wanted to express my appreciation to the community! I've skimmed through and it looks like all of my questions were answered beyond expectation, so again: I thank you all and will reply more specifically as/if needed!

<3

Alos, I nabbed an old Logitech Wingman Extreme joystick today at a thrift store...Changed the whole game. Joystick = the only way to play.

[Edited on 6-4-2015 by statikregimen]
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Post by SeeJay »

From post: 177954, Topic: tid=11948, author=statikregimen wrote:Wow... yikes...Thanks for all the replies! I'm a bit too intoxicated to mull over them right now but wanted to express my appreciation to the community! I've skimmed through and it looks like all of my questions were answered beyond expectation, so again: I thank you all and will reply more specifically as/if needed!

<3

Alos, I nabbed an old Logitech Wingman Extreme joystick today at a thrift store...Changed the whole game. Joystick = the only way to play.

[Edited on 6-4-2015 by statikregimen]
You're most welcome. Lots of great people in here.

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Post by Beta_ver »

I confirm, did that yesterday, I was just passing through a sector with someone doing a contract at the time, contract objectives failed both for him and me as soon as I exited the sector. Paid him the contract fee, poor Flandry.

I guess the best thing to do is watch out when you enter a sector that is already occupied by another player that a contract is not underway, and if it is active either go help out or wait until it finishes. Not that hard to watch where everyoneis and figure out if you'll collide or not. (tilde key, top left key, left of 1)

For the number of greens, that depends where you are I thought to understand. In Talison WZ permanent (not player) stations, you get as much help from npc as to match the Vonari count facing you. I'll double check on player stations but I think it's the same , it's just that there are more hostiles/wp and capital ships. So that means if there are 4 players in the sector on a 4/20, you will have one green with you (5 hostiles/wp). If your 3 flight mates don't fly in to help because they're busy, drunk or don't care, then you'll be 2 vs 5 on the battlefield...
Maybe that's why you see a different green count sometimes, because there are other players in the sector.

Can't recall exactly but in other wz's, you get less help, or even none at all. Don't expect any, to my understanding this is warzone related.


See you in space !

[Edited on 4-6-2015 by Beta_ver]
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Post by PaulB »

From post: 177957, Topic: tid=11948, author=Beta_ver wrote:I confirm, did that yesterday, I was just passing through a sector with someone doing a contract at the time, contract objectives failed both for him and me as soon as I exited the sector. Paid him the contract fee, poor Flandry.

I guess the best thing to do is watch out when you enter a sector that is already occupied by another player that a contract is not underway, and if it is active either go help out or wait until it finishes. Not that hard to watch where everyoneis and figure out if you'll collide or not. (tilde key, top left key, left of 1)

For the number of greens, that depends where you are I thought to understand. In Talison WZ permanent (not player) stations, you get as much help from npc as to match the Vonari count facing you. I'll double check on player stations but I think it's the same , it's just that there are more hostiles/wp and capital ships. So that means if there are 4 players in the sector on a 4/20, you will have one green with you (5 hostiles/wp). If your 3 flight mates don't fly in to help because they're busy, drunk or don't care, then you'll be 2 vs 5 on the battlefield...
Maybe that's why you see a different green count sometimes, because there are other players in the sector.

Can't recall exactly but in other wz's, you get less help, or even none at all. Don't expect any, to my understanding this is warzone related.


See you in space !

[Edited on 4-6-2015 by Beta_ver]
In my case, where there was only 1 Green n TWZ multiwaypoints, I did a tilde before I started and I was the only person in TWZ, but, Wjones could have slipped in as or after I took the contract from the carrier and that could have caused it I guess only as I said it was a 5/20 so if you are right there should have been 4 greens or 3 if Wjones got included in the contract - not just 1 Green.

And the Empty waypoints I have no idea about. All I can say is there was no delay in my jumping to the waypoint after I accepted the contract and I deployed a Sensor and there wewre no reds (or greens) anywhere close to the waypoint marker and no groups close either. I had to jump to single dots here and there until I completed that waypoint and got the message to go to the next one.
I've never seen that happen before.
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Post by Marvin »

If the reds disappear, it's usually because they've split up and left the combat area in different directions (just like the outlaws do in cowboy flicks when being trailed by a posse). When the happens, the best place to deploy a sensor array is near the trade station.
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Post by Rubber Chicken »

^^ I can confirm what PaulB says about the '1 wingman' event occurring in TWZ. The single-player event that I described previously was also in Talison Conflict central sector.

Oh, and welcome to EM, Statik. If you like the Logitech Wingman, consider giving the Xtreme 3DPro a try. Coupled with a Logitech G310 game pad (which is easily tied,or taped, to the forward-left base loop) you'll find very little need to reach for the keyboard - except to chat, and other minor functions. :)

I've had great experience with this setup. Be careful though - If you set the POV hat to 'Strafe'. I've found it can wear out the hat if flying a heavy-inertial style and you're putting it through rigorous use. The first one I had was a true champion for durability in that respect. The 2nd and 3rd ones... not so much.:(

[Edited on 6-5-2015 by Rubber Chicken]

[Edited on 6-5-2015 by Rubber Chicken]
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Post by PaulB »

From post: 177995, Topic: tid=11948, author=Marvin wrote:If the reds disappear, it's usually because they've split up and left the combat area in different directions (just like the outlaws do in cowboy flicks when being trailed by a posse). When the happens, the best place to deploy a sensor array is near the trade station.
I don't think they could or would do it in the time it takes me to accept a contract, turn my ship to face heading 0, and jump.
I think there was a bug or something that night. That's the only time I've seen it happen on a brand new contract.
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Post by Marvin »

It does sound odd. Although, you need not turn your heading to zero when jumping into a combat area.
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Post by Rubber Chicken »

^ If you like to pretend that properly clearing the station ports is part of the immersion, and you're exiting Gate 1, you do. ;)
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Post by Marvin »

:cool: I suppose if you weren't flying with a modded compass and, therefore, always docked at the 180 gate, that would be true.
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Post by PaulB »

From post: 178002, Topic: tid=11948, author=Marvin wrote:It does sound odd. Although, you need not turn your heading to zero when jumping into a combat area.
You do if you in a Carrier and jumping out from there :)
A couple of times I didn't align well enough (I was a bit to the side and I guess didn't have enough clearing or something and kaboom.

[Edited on 6-5-2015 by PaulB]
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Post by Marvin »

:cool: That too.
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Post by statikregimen »

From post: 177911, Topic: tid=11948, author=Marvin wrote:1. You pay hangar fees at your own stations. The benefits for building a station are many (especially in MP) but free hangar space is not one of them.

2. The was, once upon a time, a wiki. But nobody bothered to make entries. So it was discontinued. SeeJay did something different.

3. There are hundreds (maybe thousands) of sectors in EM. If you don't want to ruin another player's contract, you simply need to exit his sector.

4. Make note of how many enemy ships you need to kill. Until you've managed to kill them all, you won't complete the contract. Take a Deploy Constructor with you in case one or more book out and need to be tracked down. Deploy a sensor array to find them ... or any other red ... they all count the same.
1: Fair enough :) Maybe I'm just imagining things, or it depends on what you store, but it does seem like the fees are at least a little cheaper. One station in Olympus or Sapphire, I think, I was paying something crazy like 68k/cycle, but at my own station seems like it's roughly half that for a full stock.

2: I kind of had a sinking feeling that was exactly the case. I've found a ton of good material out there, but it's scattered, and difficult to search through. Perhaps I'll start making some structured videos. There does seem to be a lack of that. So far, I've only found one guy with a complete tutorial series, but even in that, there is a lot of missing (what I would consider to be) critical information for new pilots.

3: I'm still dubious about MP, but perhaps will give it a shot anyway.

4: Until reading all of the replies, I was not aware that reds could run. That's cool, however frustrating! I will certainly try again and see what i can learn :D
From post: 177998, Topic: tid=11948, author=Rubber Chicken wrote:^^ I can confirm what PaulB says about the '1 wingman' event occurring in TWZ. The single-player event that I described previously was also in Talison Conflict central sector.

Oh, and welcome to EM, Statik. If you like the Logitech Wingman, consider giving the Xtreme 3DPro a try. Coupled with a Logitech G310 game pad (which is easily tied,or taped, to the forward-left base loop) you'll find very little need to reach for the keyboard - except to chat, and other minor functions. :)

I've had great experience with this setup. Be careful though - If you set the POV hat to 'Strafe'. I've found it can wear out the hat if flying a heavy-inertial style and you're putting it through rigorous use. The first one I had was a true champion for durability in that respect. The 2nd and 3rd ones... not so much.:(

[Edited on 6-5-2015 by Rubber Chicken]

[Edited on 6-5-2015 by Rubber Chicken]
Thanks! This isn't my first foray into EM, but I quit playing a couple years ago after losing my savegame file (forgot to backup before re-formatting..doh)!

Sounds like a very unusual setup...I'd love to see a pic! I do have a Logi gamepad (idk what model but it's PS2 style), and did have fleeting thoughts about integrating it somehow. However, even just the 7 or 8 buttons on this one is a huge help. I still rarely have to reach for the keyboard, except to jump and open menus (and use the mouse to navigate the menus). I'll pick up a nicer stick, once funds exist. Got this one for pocket change at Salvation Army :D

I do wish we had more options for mapping the hat, tho...Like up/down = change shield/weapon balance and left/right = change IDS scale (just as an example).
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Post by PaulB »

The station fee is not a static fee.
The fee is based on how much credit you have.
The more money you make the higher the station fee will go.
Also if you store some thing in Sapphire at 150000 and then go to Oylmpus and store something you just doubled your storeage fee (for 2 stations) to 300000. Three stations and it's 450000, etc., etc.
If your money drops enough the station fee will drop a little - I thik the minimum is 150000 per station or maybe it's less - been a long time since I was poor in EM (wish I could say the same for RL).
Right now my fees for 2 stations is about 410000 with something like 1 bil in credits.