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Post by Vice »

Here's a quick overview of the new and adjusted ranks. The military ranks are basically staying the same, just more are being added with higher limits. The civilian ranks have been adjusted to accommodate a wider range with a much higher limit along with new tiers. You can now become a Legend :)

Image

The strategy guide has been updated with the latest details on the breakdown of the point system for each rank group. The new ranks will be added in the next update.

[Edited on 5-2-2009 by Vice]
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Post by Maarschalk »

Waaaauw! You never seem to quit to amaze us Vice!
I like it!
That means for military as a Fleet Admiral you will be able to aquire a fleet of Battle Cruisers?
:cool::cool::cool::cool::cool:
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Post by LadyJane »

looks like I came back online just in time for some great changes. I like the idea of becoming a legend, which of course I already am:P:P:P:P:P:P
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Post by warsign »

We have too much way to go :)
Looks good. Thanks...
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Post by matthewfarmery »

awesome, like the new ranks, maybe some secret ships could be added for either rank, when you hit it, or when you max out both:)


But so secret you have to find them;);)
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Post by verbosity »

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Post by Storm »

THANKS for the new ranks - that will make a very good addition! Looking forward to the update.

Something I've been meaning to ask; a minor point, but worth clearing up (definitively). From the Strategy Guide:
"You generally receive about one point of rank credit for every 10 hostile ships you destroy ..."

If you go to a Hostile, Moderate, or Fair system with the goal of improving overall rep, you can destroy Yellow or Green Rebel and Guild ships and the Energy, Navy and Miner factions WILL recognize that and faction rep with the E / N / M factions will improve (even if the targets are not specifically mission-related; just random ships). If you've picked a system (such as Aries) to "play both ends against the middle", the same goes when you destroy Energy, Navy and Miner ships; rep with Rebel and Guild will improve. All of this also adds to the total kill count.

Given the wording of the quote from the Strategy Guide... will destroying non-mission related Yellow and Green ships (regardless of faction) ALSO add to the Civilian Rating? IF so... the Strategy Guide should probably be worded to the effect "You generally receive about one point of rank credit for every 10 ships you destroy ..." (the word "hostile" deleted). In other words just divide your total kill count by ten to see how much your kill count is contributing to your overall civilian rating.

(edit)
Of course a point to make is that when you fire on a Yellow/Green ship, they BECOME red before they are destroyed. So they ARE feeling a bit hostile before they "join the choir invisible".

Also - I know I'm not the only one that has asked about this; would it be possible to put the *Civilian* rating "insignia" in the news console as well as the Military insignia. I'm guessing that there isn't enough room left...


[Edited on 5-2-2009 by Storm]
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Post by 49rTbird »

The ranks look good. I wonder what my old will convert to (lol). Welcome back to "LadyJane". :)
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Post by Maarschalk »

Originally posted by Eclipse
As far as I can tell (and I could be wrong), my main profile will turn into a Fleet Admiral Legend. The new ranking icons look great by the way.
That is if you have a billion kills, Geeeeeezzzz.....already!, leave some Vonarions for us to kill will ya!LOL:P:P:P

[Edited on 5-2-2009 by Maarschalk]
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Post by 49rTbird »

Originally posted by Vice
Here's a quick overview of the new and adjusted ranks. The military ranks are basically staying the same, just more are being added with higher limits. The civilian ranks have been adjusted to accommodate a wider range with a much higher limit along with new tiers. You can now become a Legend :)

Image

The strategy guide has been updated with the latest details on the breakdown of the point system for each rank group. The new ranks will be added in the next update.

[Edited on 5-2-2009 by Vice]
I can't find The updated strategy guide that shows a point break down. I read the instructions that show the rank but no points? How did I go wrong (lol) ?
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Post by Vice »

Not sure, here is the direct link:

http://starfighter.home.att.net/evochro ... de.htm#208

Let the images finish loading, then click on refresh to reposition to the correct location.

Also, the guide may have been cached in your browser, so you may need to either refresh it or clear your cache to view the updated guide.
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Post by Exim »

I think there should be more gain associated from getting higher ranks...

May I suggest a station of some sort that sells real experimental devices/equipment that are really unstable and what you get may depend on your rank?

[Edited on 3-5-2009 by Exim]
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Post by SVB »

Can there be Capital ships for Commodore - Fleet Admiral PLEASE!
So you can drive it and have a fighterbay of like 3 or 5 ships or something... to store ships inside
I remember someone saying that "It will take a crew of 30000" Well
Aren't we all rich???
Don't we have millions and billions???
Yeah... Time to spend it!!
Get a cap ship with stuff and people and more equips... missiles.... missile LAUNCHERS.... and more guns

Have Admiral owning the best capital ship :)

And it will be fun to play for high levels because fighter combat gets repetitive! Lets lay back in a cap ship lol!

About the guns - just target the enemy - and the guns ROTATE instead of being forward firing!
Make this true, Vice! I know of many who want this to happen!

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

Can there be Capital ships for Commodore - Fleet Admiral PLEASE!
Nope, this is a small ship simulator, not a cap ship sim, RTS, or TBS.
May I suggest a station of some sort that sells real experimental devices/equipment that are really unstable and what you get may depend on your rank?
At some point, perhaps. What kinds of devices/equipment would you like to see?
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Post by Buback »

Looks really cool, i think i have long way ahead. Great idea ;) Keep going Vice!
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Post by MMaggio »

Originally posted by Vice[


At some point, perhaps. What kinds of devices/equipment would you like to see?


Oh Lord! My imagination has run amuck and won't stop with such a tease!
Let me put it this way... "Is there a limit to requests"?
I should think you will soon be inundated with suggestions, requests and even devices bordering on the limits of imagination!
When my brain stops racing, I'll post a few "reasonable" possibilities! LOL
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Post by Marvin »

Originally posted by Vice:

What kinds of devices/equipment would you like to see?
Some kind of atomic contraption that extends a ship's range ... no need to refuel nearly as often. Of course, something like that should be really, really hard to get ahold of. I'm assuming, of course, that nothing like it already exists ... having still a long way to go in the beacon quest and, consequently, not having any idea what's at the end of the rainbow.
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Post by SVB »

Well if its small ship simulator...
Maybe have some fast bombers - instead of fighters this time?

Something heavy... Fighters getting boring...
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Post by Vice »

Well if its small ship simulator...
Maybe have some fast bombers - instead of fighters this time?

Something heavy... Fighters getting boring...
Slow and lumbering spacecraft are as much, if not more so, boring to many others as well. There are larger, slower, heavier ships in the game, the Avenger and Predator ships in particular are designed more for a heavy attack/bombing role. You can also change the design of your ship for other roles and activities if you want to, if fighters and combat aren't your thing, there are plenty of other things to do without having to fire a shot.
Some kind of atomic contraption that extends a ship's range ... no need to refuel nearly as often. Of course, something like that should be really, really hard to get ahold of.
Like a fuel generator? How much of a range extension? What kind of cost? How would it be loaded on the ship?
Let me put it this way... "Is there a limit to requests"?
I should think you will soon be inundated with suggestions, requests and even devices bordering on the limits of imagination!
When my brain stops racing, I'll post a few "reasonable" possibilities! LOL
I'd say the limit would be within the scope of the game's design and overall balance between options. I've already receive a lot of requests since the game launched and ironically, quite a few of them are already in the game :) They just hadn't been discovered yet by the player(s).
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Post by MMaggio »

I can well imagine. Well, you know me, I always wanted a 360* turret to be fired by another crewman, but that's another story...
I will give this some very careful thought before I make a suggestion. It might require another key assignment tho'.
I'll sleep on it and see what keeps me awake! LOL
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Post by Earl »

Originally posted by Vice
Can there be Capital ships for Commodore - Fleet Admiral PLEASE!
Nope, this is a small ship simulator, not a cap ship sim, RTS, or TBS.
May I suggest a station of some sort that sells real experimental devices/equipment that are really unstable and what you get may depend on your rank?
At some point, perhaps. What kinds of devices/equipment would you like to see?
I like the idea of some kind of perk for the way up there ranks, something to look forward to... primarily because with enough money, everyone has access to most of everything.
How about an item or ship that's quite powerful or unique and can only be found in warzones on carriers. Also, in multiplayer, only a limited number of people could be using it at a time. Unfortunately, I'm not sure what that means if someone logs on flying one or with one equipped... An item could be deactivated and that would be neat, but then it'd be hard to say who deserves to be using it.

Or, like maybe the turret, you have to have certain rank to be licensed to use certain items through the military. Could add an element of interest because if you get one through the wrong channels, you'd need to avoid letting the navy get too close to scan you.
Similar tiers with other factions could be cool as well and create more dynamic player interactions- You might be expected to act in line with your faction's wishes in a system to maintain rank.
Wow, sorry that's a long tangent.
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Post by tha_rami »

Equipment, just some ideas I had lingering somewhere:
* Radar Range Extender C1-C5
* Radarproof material C1-C5
* Mining Beam C1 - C5
* Tractor Beam C1 - C5
* Heat Relay System (anti-missiles)
* Heat shield (planetary max speed up)
* Flare capacity upgrade (*2?)
* Fulcrum Speed Drive C1-C5

Secondary weapons:
* EMP blast (like Fulcrum, just at the players location, EMP not explosive - see The Matrix)
* Very high speed (3000+) engine-damaging weapons.
* Gravity bomb (creates a temporary gravity field - not really viable, just throwing it out here)
* Missile disabling missile.
* Shield recharger

Primary weapons:
* Leecher Cannon (very high yield, above medium speed, drains energy from users shield)
* Piercing Cannon (extremely high yield, extremely slow speed, ignores enemy shielding)

Multiplayer items:
* Scrambler [Secondary - Missile]: Makes hit player appear hostile to all players for 60 seconds.

[Edited on 4-5-2009 by tha_rami]
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Post by Exim »

Originally posted by Vice
May I suggest a station of some sort that sells real experimental devices/equipment that are really unstable and what you get may depend on your rank?
At some point, perhaps. What kinds of devices/equipment would you like to see?
As I have suggested in many other posts...
I would like to see real "Experimental" devices/equipment that are not 100% perfectly functional and will cause unwanted to damaging side effects...

I would like to emphasis on the point of experimental... experimental means that it is not a "bug/problem free" product... it is a working concept... so that it should be "use at your own risk"

Idea: Things I would like to see...

- Oragami Space Folder
An addition to the Mantis Jump Drive, so it will require the presence of a Mantis JD for it to be working.
With this addition, the ship "should" be able to travel to virtually anywhere in the universe providing the ship has enough fuel.
My idea is 1 fuel unit per sector, so essentially up to 3999 sectors. (But maybe as you try to get further it will require 2 unit per sector?)
An addition means it will take up yet another slot in the limiting 5 equipement or weapons/missiles slots... meaning it is already an inconvinent to have mounted. And with its associated risk to use, it will make this an unreliable method to travel. But perhaps doubling mantis distance should be considered 100% safe as its not a huge gain.
Perhaps this should also require a charge time to start the jump, and any interuption will require the charge to start again...

Side effects should include...
The further the jump the greater the risk...
Random risk of near death damage (no shield, 99% hull, nav, wep, engine damage)
Random risk of completing the jump at the incorrect location... (perhaps landing at a random uncharted system, so the player must refuel/repair or must use a fuel converter to get more fuel and wait for repair sys to complete repairs)
With random damage risk, maybe if a ship is not completely repaired and another jump is attempted, the player will complete the jump with guaranteed damage.


Also what rami suggested is also good... but above risk should also be implemented into such weapons and devices...

Guns will not have the usual "safety" switch, thus they will still fire when travelling too fast and cause yourself damage... they may also have a low random chance of "jam" or backfire...

Missiles will have a random risk of malfunction and may cause no damage and/or premature denotion...

So these experimental devices can be powerful but will only ever be regarded as fun devices which will not be reliable enough for PvP

Another thing I would like to see but not experimental is a very very long range scanner which could maybe mount onto your laser slot which will require recharging every 60 seconds. Which within 100 sectors will detect any object (planets, moons, stations, etc) as well as player ships (stealth or not) and give approximent distance but the device will also cause the user to be visible to anyone within 100 sectors. Very much like a sonar device but in space.


Also like I said in another post, I would gladly pay for more and more addons... and about a function / licence system similar to a racing game I also play and made by independant developer also...

[Edited on 4-5-2009 by Exim]
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Post by TGS »

Ok lets see where to begin with this Exim lol. Your ideas are good to a very fine point. But essentially they are game breaking. They break the nature of the game and take away a lot of the realism in the game.

First off I'm all for experimental risk/gain items but whilst they maybe risky they should also not take a good portion of the game out of the picture when they work right (Even if its a 60-80% fail rate).

IE the space folder. Lets face it there is no way shape or form that a ship with a drive should be able to jump that far. Why you might ask? Well part of the attractiveness of this game is its shear scope and size. Now one of the things in large scale games that allow them to remain large scale is travel distance/time vs speed. Essentially the fact that we have to jump 10 sectors at a time... 70 sectors or 150 sectors or 200 sectors or whatever the distance might be the fact that we have to do that is what makes the universe large. Yes it is large but there is its physical size in relation to us the ship. Then theirs its obtainable side in relation to us the ship. If we can jump 500-1000 sectors in an instant... even if it uses half our fuel and has a 50% chance of stranding us somewhere. You'll see people literally jumping from system to system refueling on the way. It simply isn't practical.

Now in respect to your suggestion what would be more appropriate would be a experimental nav computer that boosts drive effectiveness by 50-100% as well as giving you the ability to "plot" long range jumps. Now all this would do is allow you to set a long range waypoint then tell your drive to plot the course and it would do so then your autopilot could "hop" at the max distance using the appropriate level of fuel automatically til it reaches the point. With the side effect of radically miscalculating and sending you off in some random direction. Achieves the same process. Doesn't lower the size of the perceived universe while automating the jumps. But still takes the time/fuel and you'll occasionally have to verify you are still going where you want to go.

As far as scanners go. I cannot tell you enough how much dynamic scanner distances/levels should be in the game. And it should be completely adjustable either by device or by power allocated to said device. Fact is there is no reason why we shouldn't be able to do active scans through an entire sector. Hell make it 5 sectors if you want.

What I would suggest is make a scanner of each major type with 3-4 primary distances. Tera (Planets/astroids) Objects (Cargo/loose objects) and Ships/Stations (Duh). Distances of 100km 1000km and 1500km. The mechanical "tricks" and perhaps balancing factor to these scanners is that perhaps they should stack. IE if you want the max distance ship scanner you're looking at 3 slots taken up right there. Then theres the actual scanning mechanic. First off we all know how most radars work. Directional and "ping" oriented. It sends the signal and the signal gets sent back. Perhaps it could be made so the signal on the max range takes 5 seconds to get back to you from the 1500km range. should "scan" in a forward arc of say 90 degrees. Cause lets face it any long range "scanner" is not going to be omnidirectional at those distances its going to have to be focused.

Obviously stealth devices would still hide you.

The size and scope of this game is ultimately what gives it such a lure for our type of gamer. Its in many ways a simulator and we like that. I would hate to see it turned into an action type game where you have this great universe to play in but its made small by the fact that you can go anywhere and do anything quickly.
Originally posted by Exim
Originally posted by Vice
May I suggest a station of some sort that sells real experimental devices/equipment that are really unstable and what you get may depend on your rank?
At some point, perhaps. What kinds of devices/equipment would you like to see?
As I have suggested in many other posts...
I would like to see real "Experimental" devices/equipment that are not 100% perfectly functional and will cause unwanted to damaging side effects...

I would like to emphasis on the point of experimental... experimental means that it is not a "bug/problem free" product... it is a working concept... so that it should be "use at your own risk"

Idea: Things I would like to see...

- Oragami Space Folder
An addition to the Mantis Jump Drive, so it will require the presence of a Mantis JD for it to be working.
With this addition, the ship "should" be able to travel to virtually anywhere in the universe providing the ship has enough fuel.
My idea is 1 fuel unit per sector, so essentially up to 3999 sectors. (But maybe as you try to get further it will require 2 unit per sector?)
An addition means it will take up yet another slot in the limiting 5 equipement or weapons/missiles slots... meaning it is already an inconvinent to have mounted. And with its associated risk to use, it will make this an unreliable method to travel. But perhaps doubling mantis distance should be considered 100% safe as its not a huge gain.
Perhaps this should also require a charge time to start the jump, and any interuption will require the charge to start again...

Side effects should include...
The further the jump the greater the risk...
Random risk of near death damage (no shield, 99% hull, nav, wep, engine damage)
Random risk of completing the jump at the incorrect location... (perhaps landing at a random uncharted system, so the player must refuel/repair or must use a fuel converter to get more fuel and wait for repair sys to complete repairs)
With random damage risk, maybe if a ship is not completely repaired and another jump is attempted, the player will complete the jump with guaranteed damage.


Also what rami suggested is also good... but above risk should also be implemented into such weapons and devices...

Guns will not have the usual "safety" switch, thus they will still fire when travelling too fast and cause yourself damage... they may also have a low random chance of "jam" or backfire...

Missiles will have a random risk of malfunction and may cause no damage and/or premature denotion...

So these experimental devices can be powerful but will only ever be regarded as fun devices which will not be reliable enough for PvP

Another thing I would like to see but not experimental is a very very long range scanner which could maybe mount onto your laser slot which will require recharging every 60 seconds. Which within 100 sectors will detect any object (planets, moons, stations, etc) as well as player ships (stealth or not) and give approximent distance but the device will also cause the user to be visible to anyone within 100 sectors. Very much like a sonar device but in space.


Also like I said in another post, I would gladly pay for more and more addons... and about a function / licence system similar to a racing game I also play and made by independant developer also...

[Edited on 4-5-2009 by Exim]
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Post by TGS »

Well Vice while I agree that this is a small ship simulator. In the real scheme of things in almost every series except star trek and even to some degree in star trek there are "carriers". Even in this game there are carriers.

What I would like to see isn't so much us driving capital ships around that would be annoying and as you said. Boring (I've played games with capital ships modded in... the whole mechanic just doesn't work). What could be done though is have purchased capital ships/cruisers that essentially work as carriers and are given orders and stances both while you're docked and while you're not docked. They would have the same limitations you would and would be a heck of a lot more expensive to own and maintain. Something akin to a very high regular fee just to own and maintain. Also you should have to pay for its fuel. It should use fuel at a much higher rate (Although have a much larger tank). It should have a long range very inefficient jump drive (say 50 sectors but using 5/10 fuel a sector).

Basically you and up to x of your clan can dock in the ship. Although only the owner can give it orders.

Basically it would be a computer controlled mini base that you could send around to perform actions for you rough up locals or pick you up and take you somewhere that you could get yourself but due to the longer range (duh carrier) it could do it faster. Heck it could even have a jump range of 100 sectors after all it is a carrier.

Then there could be cruisers that are basically your muscle. Cost more as they're warships. can pick a heck of a fight but they cost a massive amount to buy, operate and maintain and if it gets destroyed and you lose it you're out a lot of money. Not to mention these larger ships will obviously become targets. So if you were to obtain one because you're oh so rich and powerful. You are obviously gonna become a target. You and/or your ship. Heck it could even be made so that players can get missions to take your ship out if you're within an unfriendly sector.
Originally posted by Vice
Can there be Capital ships for Commodore - Fleet Admiral PLEASE!
Nope, this is a small ship simulator, not a cap ship sim, RTS, or TBS.
May I suggest a station of some sort that sells real experimental devices/equipment that are really unstable and what you get may depend on your rank?
At some point, perhaps. What kinds of devices/equipment would you like to see?