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

Exactly, that's a great tactic nschafer.
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Post by tha_rami »

I agree with Vice/nschafer here. The Excalibur system has this inbuilt limitation that it should only be used when no friendly ships are at danger.
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Post by ASBOMAN »

I think the term you are looking for is "TARGET MANAGEMENT" a phrase used often by [NS]PingBosun, normally as he is chucking chaff everywhere during co-op contracts. I think this is a well funny aspect to co-op working and makes the whole thing more enjoyable. But Ping is correct it is up to us to manage our targeting system, I would be disapointed to loose this aspect of the game. We were all using TS and flying co-ops the other night. It was mega and we were ripping the mick out of each other the whole time. Missile locks on each other were greated with roars of laughter, Brilliant, brilliant, brilliant:D:P;):cool:
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Post by PingBosun »

Originally posted by ASBOMAN
I think the term you are looking for is "TARGET MANAGEMENT" a phrase used often by [NS]PingBosun, normally as he is chucking chaff everywhere during co-op contracts. I think this is a well funny aspect to co-op working and makes the whole thing more enjoyable. But Ping is correct it is up to us to manage our targeting system, I would be disapointed to loose this aspect of the game. We were all using TS and flying co-ops the other night. It was mega and we were ripping the mick out of each other the whole time. Missile locks on each other were greated with roars of laughter, Brilliant, brilliant, brilliant:D:P;):cool:
Look I know this is a sim, but the fact is "Friendly Fire" exists, it always has done (see Holywoods version of Bravehart -Edward Longshanks -"let loose the archers" commander - "But that will kill our men sire" Edward "Yes but it will kill theirs as well"

Target management is the answer. Adds to the fun, and make the pilot think instead of just pressing buttons and all the bad guys go away - bit like using Fulcrums (Ri'ta take note!!)
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Post by Vice »

Back to the clan ID link option, here are the conclusions I reached and what I came up with after carefully reviewing the feedback and requests (thank you to all of you who posted here and sent me your thoughts/requests on this, I did read all of it and take it into consideration).

- There is enough interest from players who use multiplayer for such a new feature. Support for it is strong enough to justify sacrificing one of the few remaining key binding options.
- Although there are some variations on how players want it implemented, the general concept of being able to link in-game with another clan 'group' for cooperative contracts is pretty well defined as the goal for such an option.
- Most players seem to want personal control over which group they link with (they don't want one player to have control over their personal group link, they want to control it themselves).
- Most players seem to want to be able to not only activate such a link, but also deactivate it as well in case the circumstances in a multiplayer session change and they decide they want to return to battle with the other clan as a 'hostile' group.
- There are some solid arguments against frequent clan linking, but nearly all of them can be addressed by limiting the scope of how the link option can work... primarily by simply allowing for one group link, but not multiple group links (although certainly multiple player links should be allowed since there can be many members of the same clan group, so all members of the clan group will automatically transition to the appropriate threat level when the option is activated or deactivated).

So based on these objectives, here's how the new clan linking system will work in the next update (planned for the 1.908 build due in about 2-3 weeks):

- A new key and button function will be added to support control of this new option (will be listed on page 2 under miscellaneous controls). Default key assignment will be the numpad - key. The game will include an automatic format update routine to convert the old key mapping file template to the new format that supports this option. The process will be seamless and will apply the first time the player launches the new version of the game.
- Clan linking will be entirely controlled by each individual player, as requested, so one player can set a clan to be allied with them while another can leave them hostile. A limit of one link with another clan group will apply to accomodate requests for limitations on the option, addressing issues of loyalty and mass linking.
- To apply a link, the player will target any ship from the clan group they want to establish a link with, then press the link key (default numpad -). If the targeted player is a member of a clan, their reputation level will switch from hostile to green and the reputations of all other clan members in that same group will also switch to green. The link will remain active until the player either deactivates it or they leave the game.
- To deactivate the link, the player can press 'ALT-Numpad -' at any time, they do not need to target a member of the clan for deactivation since the link has already been established with a known clan group. Selectable control only needs to apply to activating a link to instruct the game on which group to form the link with.
- The link system will operate independently of clan ID tags, so players can keep their current clan ID affiliation and still be able to link with members of another clan using a different ID.

[Edited on 8-19-2008 by Vice]
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Post by BraveHart »

Excellent Vice ;) Thanks.....that will really help in MP. Can't wait to see how Great that works...."Whoohoo" that will really come in handy during Co-op Combat contracts. Imagine that [NS] Clan...you'll beable to get assitant clan membership and fill your Ranks....."Cool"
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tha_rami
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Post by tha_rami »

Absolutely well figured out. Had faith you would come up with a great solution :).
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Post by d_k_k_y »

Very good solution. Thx Vice!
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Post by MMaggio »

Was there ever any doubt...?;)
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