Feature Req. Planetside Missions. I know it's a high order.

Tips, tactics, and general discussion for Evochron Legacy.
matchbox2022
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Feature Req. Planetside Missions. I know it's a high order.

Post by matchbox2022 »

More things to do planetside! I wish the space station offered me more planetary side contracts. Maybe explore some crevase here and there.

Or "if it's that simple"...which via email you said not so simple :P...

planetary dogfights, intercept said squadron over here, take them out before theey launch missles against the city. Or better yet, city versus city (fed vs alc) attacks.

Also some "hunt this ship down, don't let them escape" kind of contracts too.

So all said and done, more of what's likely the hardest part :P
Just ideas of what personally I would find extremely enjoyable and give us more to do on the pretty planets. Right now they seem "there" with no real reason to go there usually.
Exploring a rogue planet generally amounts to nothing.

Otherwise fantastic game, I'm getting the hang of station building, and the space combat itself is fantastic. Even racing other players is fantastic.
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CS-ACI-
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Feature Req. Planetside Missions. I know it's a high order.

Post by CS-ACI- »

Hello,

If you dock at a city you will get planet side contracts.

Combat in atmosphere is not a good idea as you will not be able to fly fast, turn fast or switch off IDS, which means burning a lot of fuel.

Look for the stop the meteorite contract from space stations, you might like that.

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Misunderstood Wookie
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Feature Req. Planetside Missions. I know it's a high order.

Post by Misunderstood Wookie »

That's what a fuel extender is for let's be honest it's all about the choice to choose to dogfight in atmosphere.
Arkblade
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Feature Req. Planetside Missions. I know it's a high order.

Post by Arkblade »

however more mission variety is good thing.
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DaveK
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Feature Req. Planetside Missions. I know it's a high order.

Post by DaveK »

On MP you can challenge/arrange with other players to do atmosphere fights.

If you can find the blueprint for a TW you can go for TW vs TW and TW vs ship fights as well

You can try to destroy cities (they have their own defence systems like stations do) and replace them to control the planet ... if you succeed just make sure your new defences are better than the last lot built! :P

:)
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matchbox2022
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Feature Req. Planetside Missions. I know it's a high order.

Post by matchbox2022 »

Mhm I was thinking scripted missions as opposed to human intervention.
With human players u can basically do anything with planning sure.

And yes, the meteor one is AWESOME, but im not actually on the planet really :P.
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Marvin
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Feature Req. Planetside Missions. I know it's a high order.

Post by Marvin »

Actually, there are quite a few planetside contracts. Dock at a city in a sector which is in disputed territory and look for ace contracts or patrol contracts which do not mention capital ships or trade routes. Those will be planetside. Also, if you can find a smuggler contract, that too will be planetside. Once the system has become solid for your faction, you'll still get contracts ... probably the most difficult being retrieving lost cargo pods.
matchbox2022
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Feature Req. Planetside Missions. I know it's a high order.

Post by matchbox2022 »

Well I'll have to look into that, dogfighting on planets ftw!

I do have a couple feature requests that I think would add a little more immersion....

How about as rank/levels increase, you get offered contracts for station assaults?

Also....I'd personally love a little more communication with AI, such as having a group or buttons where you can ask them specific questions in regard to negotiations with them, whether that be contract or quest mission based Im unsure but there'd have to be a bit more direction for that to workout.
Example....being able to negotiate as part of a quest, the rights to a certain system with a federation command ship, and having to round up your own command ship (same system of hiring to be part of the fleet) and ships. If you roughly have an equal force, negotiations can presume, and you could have maybe 4 options of what to say and what they say to you in order to negotiate the "control" of the system, aka you can have said planet, but your forces must withdraw and allow us to set up a base near this system / or you must set up a base here and oversee this economy's development, etc, etc,...where if the negotiation fails, or you don't live up to the terms after...the consequences are then battle. (Which could add surprises).



Finally.
This is a small one.
I know that fulcrum torpedos were axed due to balance.
But the new disruptors....are not very useful, make a huge bang literally for not much buck.

I was wondering about a slight animation change (maybe a huge flash with no fiery explosion) if it really is more of an EMP, and let it act that way. Jump drives, and shields should be knocked out to minimum and must recharge, and basically have the effect of a leech for everyone in the resulting explosion.
It wouldn't "kill" capital ships in one shot, but it would make them useful for station assaults and ships with incredible shielding.
Cause right now, the only thing I see them as is money containers.
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Marvin
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Feature Req. Planetside Missions. I know it's a high order.

Post by Marvin »

You mentioned the word "quest" ... as opposed (I guess) to contracts. Almost all of the things you mentioned can be accomplished in a quest. Including a really cool EMP.
matchbox2022
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Feature Req. Planetside Missions. I know it's a high order.

Post by matchbox2022 »

Is that so. Are quests written in some program language?

The emp thing was a general gameplay thing that just made sense to me.
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Feature Req. Planetside Missions. I know it's a high order.

Post by Marvin »

There is a Quest0 sample in the main game folder. It lists the possible options for scripting a quest and includes a few demo lines. If you're interested in scripting, I'd start there.