So, I have:
- Done the in game tutorial.
- Read the html manual.
- Read on this forum.
- Read on steam forums.
- Played like 100h+ (haven't played earlier Evochron games).
- Read the in depth pdf of 300+ pages for the earlier games, a lot of stuff doesn't apply anymore in EL. Like Guilds, Clans, Constructors, ship frames and a lot more.
- Seeya's website.
- Asked people in MP (only 2 but still).
But I am unable to find updated guides and in depth information for EL. Probably since nobody got the time to write one yet. ^^
So I will post any questions I may have in this thread.
Question 1 - Ship frame config (mostly energy cores)
Most of the stuff is straight forward like cargo bays and fuel tanks. But I really want to know what the following REALLY does:
* ZERO (0) Energy cores - It doesn't seem to make a difference (on a trading ship). You still have shields, your energy for (WEP and) FD charges up faster than the FD timeout. And even with 0 cores I was still able to defend myself against some nasty foes. What is the difference between 0 cores and 8 for example?
* Hull (armor) slots.
(shortened) answers from Vice:
Hull armorBut to provide a specific example for your primary weapon system, you gain about a 2% reduction in power consumption per firing cycle per core. So if you installed 10 cores, the base power consumption level would be reduced by about 20%.
My comment: I will probably never spend points on Energy Cores or Hull Armor anymore in the Frame Config (shipyard). 2% per point is, in my opinion not worth it. I rather use a smaller frame or spend them on the other alternatives (like cargo bays, fuel tanks, equipment slots and so on). More bang for the bucket for my play style. And when I wanna fight, then I bring out a military frame ship. But if I have slots to spare and running a StarMaster, why not.It too amounts to about a 20% reduction in raw hull damage calculations when set to the maximum value.
Question 2 - Available frames
I thought the tech rating was the biggest (and perhaps only factor here).
But that doesn't seem to be the case. For example this happened:
I went to Pices, Pices station to be exact. F3 and "news/info" said Tech 8. Which is VERY low. But I was able to switch to the Starmaster. Meaning, it had all the frames. So now with the Starmaster I went on with my adventure. I went to Pearl and some other systems (doesn't matter really). Then I decided that the Starmaster was too heavy for my taste. Slow and thirsty so I wanted to "downgrade". Since I knew Pices Station was a sure bet for all frames I went back there. But now it only had up the frames with 28 frames iirc. Why is that? Still a tech level around 8.
The question is: Is it totally random what you can get? Is it a bug?
Question 3 - Constructor module buildings
So, the station is a no-brainer, also weapon turrets and shield. But the others. For example, what do the following do:
- Storage
- Crew
- Horizontal
- Vertical
- Production
Answer from Vice:
Storage, production, and command modules can help increase local technology levels. Their benefit is roughly 3.3% per module added to the base regional level. Storage modules help store items that are built and made available in local inventories, production modules help produce items that are built and made available in local inventories, and command module include benefits of both of the other modules (although you can only build one of these per sector, so the other modules can be used to expand things further). Module totals for analysis are available in the Inventory > News/Information screen.
A secondary benefit of storage modules is to provide more weapon storage for weapon turrets. So once you build enough turrets, you'll start to be prompted to build storage modules to help support them.
Crew modules provide living space for the crew needed to support a station once it reaches a certain size. Once you reach certain design limits, the game will prompt you to construct more crew modules to provide the required crew level to support it.
Horizontal and vertical modules are structural pieces that can be used to provide connecting/spacing structures and/or defensive obstacles around other modules. They provide no other functional benefit and are not required as part of a station's design.
Suggestion 1 - Weapon's Lab (missiles)
So the WL is a great feature. I made a really neat fusion particle gun. Also a fusion beam. Really nice. But the missiles... I tried to make the cheapest one. They cost me 1 electrical, 2 metal, 2 machinery and about 20-40k PER Missile. What is up with that? I can buy Echelon for like 1,5k. Or a decent one for like 4k, (dog fights). But when I make my own it costs me 40k per missile, resources and a lot of time (to get the resources). So, expensive and tedious.
Anyways, great game. I just want some clarification and help.
[Edited on 4-6-2016 by GWhipple]







