Clans could control systems in Mercenary. That was changed due to a lot of problems with offline attacks
that made it pointless, so probably no!
[Edited on 2016-4-6 by SeeJay]
Gameplay ideas
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SeeJay
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Gameplay ideas
\"Nothing is impossible, it only takes a bit longer!\"
\"We are not retreating, we are advancing in another direction!\"
http://evochron.junholt.se (Old)
http://www.evochron2.junholt.se (New)
http://mercenary.junholt.se (Map)
http://www.junholt.se/evoschool/index.htm (No spoilers)
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\"We are not retreating, we are advancing in another direction!\"
http://evochron.junholt.se (Old)
http://www.evochron2.junholt.se (New)
http://mercenary.junholt.se (Map)
http://www.junholt.se/evoschool/index.htm (No spoilers)
-8- Bzzzzzzzzz! -8- -8-
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DaveK
- Global Moderator

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Gameplay ideas
You could take over a gated system deep in the other faction's space and defend it, but I suspect that's not what you really want to be able to do. 
Callsign: Incoming

Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


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J0shle0
- Ensign

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Gameplay ideas
Not sure exactly what I'd be interested in, but there's clearly room for the gameplay to expand.
Another idea that would be really simple to implement is additional storage. It's space. One thing that's readily available is room to store stuff. If you can afford it, I don't see the reason for capping the storage.
Another idea that would be really simple to implement is additional storage. It's space. One thing that's readily available is room to store stuff. If you can afford it, I don't see the reason for capping the storage.
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GWhipple
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Gameplay ideas
Yeah, I wouldn't mind having more than 25 slots per station. Perhaps every extra Storage Module (100 iron iirc) could add like 10 extra storage space to that station.From post: 187322, Topic: tid=12601, author=J0shle0 wrote:
Another idea that would be really simple to implement is additional storage. It's space. One thing that's readily available is room to store stuff. If you can afford it, I don't see the reason for capping the storage.
In my SP I have set up three Stations in three sectors next to each other. For storing ships and what not. Having all ships (at least up to 3) in the same station would be very handy. Switching inventory and ship/frame is pretty tedious as it is, adding these extra jumps between stations doesn't make it better.
So my personal suggestion: More hangar space (storage and ships) to eliminate some jumps.
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XenonSurf
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Gameplay ideas
From post: 187322, Topic: tid=12601, author=J0shle0 wrote:
Another idea that would be really simple to implement is additional storage. It's space. One thing that's readily available is room to store stuff. If you can afford it, I don't see the reason for capping the storage.
But, if I'm not wrong, that's exactly what you can do inside a Hangar, you can transfer your inventory (or part of it). You will have to pay a fee though, which is realistic.
XenonS
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J0shle0
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Gameplay ideas
I mean beyond the hangar. If you have the money, I think you should be able to have unlimited (or excessively large) storage.From post: 187330, Topic: tid=12601, author=XenonSurf wrote:From post: 187322, Topic: tid=12601, author=J0shle0 wrote:
Another idea that would be really simple to implement is additional storage. It's space. One thing that's readily available is room to store stuff. If you can afford it, I don't see the reason for capping the storage.
But, if I'm not wrong, that's exactly what you can do inside a Hangar, you can transfer your inventory (or part of it). You will have to pay a fee though, which is realistic.
XenonS
As it is now, you are essentially limited to just being a mercenary. Clearly this iteration of the game contemplates you being more than that (being able to build stations and such), and one way to allow that would be to dramatically increase storage. I am not sure how the markets work, but presumably the algorithm takes into account supply and demand, so allowing storage would allow manipulation of the markets, which adds a huge dynamic to the game.
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XenonSurf
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Gameplay ideas
Oh, I now see what you mean. A sort of lockable treasure house like in the game Spaceforce Rogue Universe
It would certainly serve a good practical purpose in EL, I agree.
I remember when starting years ago with EM, I had the idea to simply jettison my cargo in deep space with the idea to return to that location and pick it up if needed, but alas, it doesn't work, and neither in EL: such objects 'vanish' if you leave the sector.
XenonS
I remember when starting years ago with EM, I had the idea to simply jettison my cargo in deep space with the idea to return to that location and pick it up if needed, but alas, it doesn't work, and neither in EL: such objects 'vanish' if you leave the sector.
XenonS
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J0shle0
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Gameplay ideas
I never played mercenary, but it is my understanding that Starwraith is a fantastic developer that continually updates games. Do you think it's possible they read this and implement something like it?
Also, in mercenary were there ever additional ships added? I would love to have a cargo ship to make trading viable timewise. As it is now, the best use of my time, as far as making money, is to repeatedly log on and off buying mats to make Mantis Drives.
Also, in mercenary were there ever additional ships added? I would love to have a cargo ship to make trading viable timewise. As it is now, the best use of my time, as far as making money, is to repeatedly log on and off buying mats to make Mantis Drives.
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Vice
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Gameplay ideas
I can offer a quick reply and some thoughts:
I can say that I won't likely be interested in introducing business management, spreadsheet management, point-n-click armchair gameplay, nor remote asset management in Evochron... in case any of those might fall into the category(ies) you are referring to. Control will generally stay focused on control of the player's spacecraft and elements/items/options directly associated with it. Tangible will generally stay focused on tangible items/upgrades/ships/weapons/equipment/cargo also directly associated with it and/or benefits for it. So a focused space flight simulation rather than a space flight sim plus anything else.
If you'd like to read about the whats and whys of such design directions, the game's development page is available here:
http://www.starwraith.com/evochronlegac ... opment.htm
And a shorter definition and design objective page is available here on the forum:
http://www.starwraith.com/forum/viewtopic.php?t=11900
As for storage expansion, unlimited or extremely high storage limits won't likely apply. Part of the incentive to build and travel is to acquire and utilize more storage. That will likely continue to be part of the gameplay equation and base rule set.
As for cargo hauling, the limited cargo space generally keeps things moving. Although it has been increased by double for ships and more than double for hangars since the last game. More information on this goal/concept is available in other threads on this forum as well as on the development page at the link above.
It can help me (and others) understand more about what you are referring to if you provide specifics. Because 'control' and 'tangible' can be subjective (especially when it comes to territory and business functions). What is control to you is not to another and what is tangible to you is not to another and vice versa.Is there any chance in the future for players to actually control territory or start corporations like in Eve Online?
i would just like to be able to do something tangible with my money.
I can say that I won't likely be interested in introducing business management, spreadsheet management, point-n-click armchair gameplay, nor remote asset management in Evochron... in case any of those might fall into the category(ies) you are referring to. Control will generally stay focused on control of the player's spacecraft and elements/items/options directly associated with it. Tangible will generally stay focused on tangible items/upgrades/ships/weapons/equipment/cargo also directly associated with it and/or benefits for it. So a focused space flight simulation rather than a space flight sim plus anything else.
If you'd like to read about the whats and whys of such design directions, the game's development page is available here:
http://www.starwraith.com/evochronlegac ... opment.htm
And a shorter definition and design objective page is available here on the forum:
http://www.starwraith.com/forum/viewtopic.php?t=11900
As for storage expansion, unlimited or extremely high storage limits won't likely apply. Part of the incentive to build and travel is to acquire and utilize more storage. That will likely continue to be part of the gameplay equation and base rule set.
As for cargo hauling, the limited cargo space generally keeps things moving. Although it has been increased by double for ships and more than double for hangars since the last game. More information on this goal/concept is available in other threads on this forum as well as on the development page at the link above.
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DaveK
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Gameplay ideas
There's also the factor that since all modules can be destroyed in EL (it was only player stations in EM) one is reminded of the old cliche about eggs and baskets 
In MP there's the extra consideration about the server disappearing or being reset for whatever reasons.

In MP there's the extra consideration about the server disappearing or being reset for whatever reasons.
Callsign: Incoming

Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam



