Strategy Guide Requests...

Tips, tactics, and general discussion for Evochron Legacy.
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Vice
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Strategy Guide Requests...

Post by Vice »

I am preparing to being work on the new strategy guide for the game and wanted to start a thread for requests. If there is something you would like to see included in the guide, please post the details here. The format will be similar to the ER guide with added information for the new features and options in EL. I'd like to include more visual references this time around, perhaps more charts and illustrations.
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Post by Fearless »

That's awesome Vice. If you could include how the hangar thingy works that would be greatly appreciated. :cool:
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Post by tha_rami »

I am preparing to being work on the new strategy guide for the game
Request made.

Besides that, a "starting out"-section that covers possible ways to start out. A 'load-out' section with some standard loadouts, their looks and their purpose. No spoiler section included in the document, but possibly a link to a spoiler section.
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Post by spelk »

Possibly having the Starter section, clearly give the newcomer a push in the right direction..

How to begin as a Trader and Merchant
How to begin as a Military Combat Pilot
How to begin as a Mercenary Combat Pilot
How to begin as a Miner
How to begin as an Explorer

etc..

Basically dishing up the key points to setting out in the wide Universe on your chosen path, with a general coverall on just "How to begin" for those undecided. Can be tips, can be loadouts, can be just the basics of how to get the ball rolling in each "profession" or style.

The in-game tutorials deal more with mechanics, of flight, long distance travel, and combat. I think there is a hole between those and getting going.. I mean one of the areas, I've had to wrestle with, was learning to navigate effectively using the NAV computer, understanding the 3d space, and the relationships with Fulcrum Warp and how to just get somewhere, how to search for whats out there.. putting that in context of exploration would be very useful.. sort of thing.
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Post by tha_rami »

I probably disagree with above post. The strategy guide should emphasise freeformness and only give general directions.
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Post by spelk »

But then its not much of a "Strategy" guide, if it sticks with only the general features.. thats called a manual. :)
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Post by tha_rami »

The strategy guide should give enough tips to get you through the game, not spell out the game (especially seeing the fact this is a freeform game).

Loadouts, Weapon data, Secret planets, Trade lanes, that's the kind of stuff I'd like to see :).
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Post by Vice »

I think including role 'strategies' is a good goal for the guide. It doesn't have to be inflexible or required, just recommended courses of action and equipment to increase the chance for success in a given role. Maybe each role could have a 'mini-guide' section that offers advice for how to get started in those various roles.

[Edited on 3-5-2009 by Vice]
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Post by BraveHart »

hmmm.....I notice a lot of questions concerning the use of lasers and cannons. a lot of new pilots think the lasers will destroy a Asteroid, when only the cannon is good for this.....so maybe a more detailed explanation of what each weapon can do, including missiles.

"Just a thought" :)
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Post by Steel Wraith »

number one tip for getting along in EL is the heading+pitch trick to pre-align for a gate/station and going inertia for the jump. once i got that one under my belt i was able to travel through hostile space quite safely.

also, for the guide or even for the game, a map colouring each system by default hostile rating so you know where is safe and where isnt without getting your head blown off finding out :). though i have to add it was good fun finding out that way, and i managed to keep my head on my shoulders! however for planning my movements it would be nice to see where i'm gonna get cuddled and where i'm gonna get stabbed

for a military career a short list of which rank needs how many missions, much like the guns and missiles have listings of their damage and rate of fire.

a bit more info on how to land, after learning i had to keep flying forwards i then wondered how i'd ever land. for me cutting all power when at red altitude worked, but maybe there is a cleaner way.

a section on crew, details about how each member can help and how to keep em happy and skilled up.

how to arrange a nice floral boutique in the cup/beer holder in accountants cockpit mod ;). hehe, or more seriously a section on modding, might be out of scope for the document tho.
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Post by tk7223 »

I think we should have a 'Mission' section with explanations of the different mission types and hints on how to help complete them. Like the "cargo run" missions...that one seems to confuse a lot of newbies.
Vice...if you can take open office documents..I'll put some thing with screen shots together while I'm on vacation next week for a mission type or two and send it to ya.

[Edited on 3-5-2009 by tk7223]
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Post by Vice »

Sure tk, that'd be great, thanks.
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Post by Ravenfeeder »

Just one suggestion. It's the keyboard, and what keyboard letters do what. If it could be put into an easier form for printing. I'd to print it in two halves, which, when I was starting, was a bummer. Aside from that, the key designations are all furry.
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Post by tk7223 »

Alrighty..I'll get on writting up a couple of mission walk-thru/explanations with screen shots. :)
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Post by Hopsalot »

This may be too much of a spoiler, but the text of the beacon messages would be nice. This is in the Renegades SG.