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

Messages alerting the player when an allied base is under attack.

If I'm in Pearl, I want to know when a station in Orion is under attack so I can go help. In a game where the default stations can be destroyed this seems like a good feature.

This would also be helpful for MP faction wars..
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Post by CS-ACI- »

Hello,

I think you will find this is not practical on several levels.

There are 100's of bases if not 1,000's.

Your message window would be full of attack reports rendering them useless.

It is better to build bases and defend them correctly.

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Post by Radikal »

From post: 184769, Topic: tid=12407, author=CS-ACI- wrote:Hello,

I think you will find this is not practical on several levels.

There are 100's of bases if not 1,000's.

Your message window would be full of attack reports rendering them useless.

It is better to build bases and defend them correctly.

Steve
Lots of stations, not all under attack though. You wouldn't get notices about opposite faction. Out of the 1000's pf ALC stations, maybe 20 under attack.

Maybe a screen in navigation panel could list current allied stations being attacked, no text or sound alert, but you could check the list and respond where close.

I find it hard to think that a station under attack wouldn't call out for help.

But... it's just an idea. :)
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Marvin
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Post by Marvin »

Well maybe (just maybe) such an alert could be triggered by a missile turret being activated. Just maybe. Or not ... I don't know.
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Post by Radikal »

Maybe activated by a station module taking damage, that should cut way back on the notices.
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Post by Marvin »

Well, if missiles are triggered by station modules taking damage and an attacking ship is within range of the missile platform ... yeah, okay. Maybe.
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Post by CS-ACI- »

Hello,
From post: 184778, Topic: tid=12407, author=Radikal wrote:Maybe activated by a station module taking damage, that should cut way back on the notices
Once a Command Module comes under attack it can be destroyed in just a few mins.

As Marvin said, with the Weapons Turrets broadcasting it would be more reasonable, but even then a well defended station will kill anything that attacks it. By the time you have traveled from one system to another the attack would be over.

The station I am currently working on, was under attack from 5 enemies, by the time I exited the station they were all dead, so I just scooped up the free cargo.

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Post by Serayl »

From post: 184795, Topic: tid=12407, author=CS-ACI- wrote:Hello,
From post: 184778, Topic: tid=12407, author=Radikal wrote:Maybe activated by a station module taking damage, that should cut way back on the notices
Once a Command Module comes under attack it can be destroyed in just a few mins.

As Marvin said, with the Weapons Turrets broadcasting it would be more reasonable, but even then a well defended station will kill anything that attacks it. By the time you have traveled from one system to another the attack would be over.

The station I am currently working on, was under attack from 5 enemies, by the time I exited the station they were all dead, so I just scooped up the free cargo.

Steve
I believe this alert system is intended to be geared more towards multiplayer rather than single player. From my limited experiences thus far, the AI is generally incapable of destroying a station unless it is unshielded and/or turretless. This is primarily because NPCs use the same tactical approach as they would with a capital ship against station turret emplacements. These turrets, having been provided with the easiest target(s) to hit in the universe, promptly eviscerate the poor NPCs with a missile barrage.

With a player as the attacker, a command module with insufficient defenses will be dropped in a minute or so. Even a station with proper coverage can still be pulled apart by a patient and clever attacker provided they are given ten, twenty or thirty minutes of free-reign.

The latter case is where the text alarm would be most helpful, as it can be difficult to discern just from using Tilde whether a player is simply passing through, exploring an area or silently disassembling a station.
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Post by Radikal »

Yes, this idea was geared toward MP.
It possibly could be of benefit in SP, but it would have to be limited in distance.
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Post by CS-ACI- »

Hello,

I have seen the AI destroy a station whilst I was inside from spawn.

Which modules should send out a signal when being attacked?
Just the Command Module or other modules too?
If just the Command Module, the a well trained pilot would leave it till last, so still being able to kill it quickly. If other modules, then you could still end up with a screen full of attacks and would not know which one was a priority.

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Post by Radikal »

How are stations identified now? Is it only by command module?
If only by command module then this request might be way too much work.
I've seen how easily it used to be to bring down a command module, although that was before Vice added the new EMP defense to it (does that work on NPCs too?).

If modules are identified with closest command module then this might not be too much work.
Alert should come when any station module becomes damaged, otherwise there probably wouldn't be enough time to get there to help.
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Post by DaveK »

The new station defence systems detect particle cannon fire inside the station - just try a few shots and see how quickly your hull integrity disappears! :D
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Post by Marvin »

All modules are tagged same as the command module. Even if you take down the command module, the others remain as originally tagged. Therefore, the missile turrets will continue to fire on an attacking ship, even if the attacker rebuilds the command module for the opposing (relative to the turrets) faction.
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Post by Radikal »

From post: 184885, Topic: tid=12407, author=Marvin wrote:All modules are tagged same as the command module. Even if you take down the command module, the others remain as originally tagged. Therefore, the missile turrets will continue to fire on an attacking ship, even if the attacker rebuilds the command module for the opposing (relative to the turrets) faction.
Does that mean that damage to any module of station will register as damage to station ID, or only to that one module?
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Post by Marvin »

Since how it registers is not something visible, only Vice could answer that one.
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Post by matchbox2022 »

This is much more important for when a HUMAN player engages a station. The AI is not nearly as good at exploiting the 4000+ speed tactics to avoid weapon pod fire.
As far as humans on MP engaging a station, single human or a group....I strongly strongly agree with this post / arguement.
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