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Post by SVB »

Ok I agree with the small ships thing....
Maybe improve the ships? have more engines or wing systems and shields...?
At least have a heavier and agile ship , but slower?

Having like 15 ships in the game isnt that awesome. Most of them we skip through anyways and they require no level (except military ones)

How about somekind of experimental SHIPS? a 100 million ship of alien design?

That would be sweet if we could buy something BUT the alliance ships.... maybe the Federation has ships?

Maybe SOL has a cool special ship where you need to do some quest to help earth, which allows you to land on it and buy the ship for like 200 million?
Something more diverce?
How about bigger capital ships for the NPC's
the Cap ships are all the same size - looking.
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Post by Exim »

TGS, I simply dont agree... a large distant jumpdrive will not make the universe any smaller... but with the associated high failure rate of its experimental status will make aware of just how big the universe actually is... there are so many uncharted universe out there... this is one of the ways to make them more useful... the chances of going to some random place would be higher than actually successfully completing a jump at the desired location... as I said before which you are missing the point of... its not really for travelling... but rather for adventure... making those many many stars and planets out there useful and meaningful rather than... there is something out there... as one of the risk is that you land near uncharted stars / planets so you get to see those places yet it doesnt get you permanently stranded... and you still dont get anywhere easily... even if successful

Also, these experimental devices could be added in for a more story factor than a simple course plotting system where it will be more like, your BMW can now do turn by turn GPS navigation...

Where as realism goes, if current jump system allows you to travel faster than the speed of light then you are essentially time travelling thus folding space isnt unrealistic either... based on currently believed theories...

So for the fold drive, I remain unchanged...

Scanners and stealth I also remain unchanged... (for stealth detection, you are still invisible, just that you appear on radar) and my idea is that it is time based like current stealth generators and will requires recharging and continuing reactivation...

Also... another thing I want to mention is that these are the things you get when you are advancing in ranks... and serves no real disadvantage to those who dont have them... so its just another thing to keep players playing who have completed story objectives... and more important a reason to advance in ranks... and have a sense of high status... every devices I suggested wouldnt disadvantage anyone in PvP other than the user him/herself with a high chance of malfunction but then also have a small chance of doing very cool things...

and note on the capital ship... it just wont work... play ability aside... there are also other technical issues... otherwise I'd rather see fleet in MP than capital ships...

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

I've got it! The perfect secret weapon!
what we need is a weapon that will defeat
ECLIPSE!:P;):P
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Post by TGS »

Well I say what I say about the "universe" being made small by a "go anywhere" jump drive based on the fact that I've played a crapload of games. And the developers can make a game world endlessly huge but as soon as they make travel to the far reaches of it easy and painless it shrinks the game world. It can already feel pretty small if all you're doing is jumping between systems via the jump portals.

Stealth/Radar/Scanning all this really does need improving in the game to some degree. I won't get into that though because if I had my way Vice would probably be stuck working on this game for years and years :P

As far as the capital ship idea goes that I brought up. I need to clarify as to discourage people assuming that this is a generic "insert playable capital ships" idea. Its not. In fact I don't even want us to fly capital ships because its quirky and doesn't really work. However the idea was more structured at having what would be akin to a pet in say an MMO. A secondary ship that could act as a carrier/cruiser/battleship for you and that you could dock with and control via an AI ordering system. No direct control would take place. Even while you were docked you would still control it via orders and stances. You tell it to do something it does it. You don't assume any direct control.

This ship could serve as a multipurpose platform for you and your squad mates (IE clan/guild etc) It would be capable of long range travel. It would be able to hold fuel/cargo as well as your fighter and once you get up to higher class tiers (carriers battleships etc) it could hold other players as well serving. It could battle for you but depending on the skill level of your ships crew it may do very badly. It could also open up a lot of other possibilities such as missions and attacks on the ship itself. Which would require you to defend it or hope like hell it can defend itself.

The most important thing I must say about my suggestion would be that this ship would be akin to the station hangar system in a money sink respect. You would purchase the ship for a large amount of money. You would hire the crew members (May not be necessary to split them up) then you would be required to pay 2 fees regularly. You'd have to pay a maintenance fee as well as a crew fee. Both of these would be quite large. With the exception of the richest of the richest people. If you bought say the highest class carrier you would have to continue to make money to keep paying for this ship. You couldn't just buy it and forget it. This wouldn't be a cheap investment nor would it be cheap to keep. Then there would be the factor of it being highly inefficient on its fuel. Sure it could travel long distances but it would consume more fuel than you do. It could store a large amount of fuel say 100,000-500,000 units and use 5-10 fuel units per sector. If say it had a max jump range of 500 sectors and you jumped 500 sectors you just used up 5000 units of fuel in that one jump. So there would be ongoing fees to keep this ship in action.

Exim said there would be tons of them flying around everyone would have one and it would be hard on the server. While I do agree it would take a lot of work and it would bog down the servers to some degree... the benefits would outweigh the restrictions *I* think. This game obviously lacks a proper money sink. Once you get to a certain point money wise you simply don't have to worry about money anymore. Then theres the issue of people who have lots of money that they just aren't saving their games thus not ever losing any money. This could also be addressed with the capital ship in a quirky sort of way. If any event occured with your capital ship it could automatically initiate a quick save. Cause lets face it. Whats the point of having ongoing costs and fee's if you don't have to save your game to ever actually notice them?

Another factor I need to mention. Capital ships exist in this game as they do in any space oriented starship game. Cause there are fleets there are carriers and more often than not smaller ships are not meant for long range activities. I think player managed capital ships would be great because it would give us that sense of being in an actual fleet. Right now I feel like a lone wolf flying around doing things even when I'm doing military missions. I rarely feel like I'm part of a fleet or even a squadron.

Anyway sorry for the rant. I'm just quite passionate about this because this sort of game has always been in my dreams. I just see this as one of the very few games that has the potential to pull this stuff off.
Originally posted by Exim
TGS, I simply dont agree... a large distant jumpdrive will not make the universe any smaller... but with the associated high failure rate of its experimental status will make aware of just how big the universe actually is... there are so many uncharted universe out there... this is one of the ways to make them more useful... the chances of going to some random place would be higher than actually successfully completing a jump at the desired location... as I said before which you are missing the point of... its not really for travelling... but rather for adventure... making those many many stars and planets out there useful and meaningful rather than... there is something out there... as one of the risk is that you land near uncharted stars / planets so you get to see those places yet it doesnt get you permanently stranded... and you still dont get anywhere easily... even if successful

Also, these experimental devices could be added in for a more story factor than a simple course plotting system where it will be more like, your BMW can now do turn by turn GPS navigation...

Where as realism goes, if current jump system allows you to travel faster than the speed of light then you are essentially time travelling thus folding space isnt unrealistic either... based on currently believed theories...

So for the fold drive, I remain unchanged...

Scanners and stealth I also remain unchanged... (for stealth detection, you are still invisible, just that you appear on radar) and my idea is that it is time based like current stealth generators and will requires recharging and continuing reactivation...

Also... another thing I want to mention is that these are the things you get when you are advancing in ranks... and serves no real disadvantage to those who dont have them... so its just another thing to keep players playing who have completed story objectives... and more important a reason to advance in ranks... and have a sense of high status... every devices I suggested wouldnt disadvantage anyone in PvP other than the user him/herself with a high chance of malfunction but then also have a small chance of doing very cool things...

and note on the capital ship... it just wont work... play ability aside... there are also other technical issues... otherwise I'd rather see fleet in MP than capital ships...

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

How about an energy weapon that charges up as long as you hold the key pressed, then fires off one shot with tremendous destructive power?
It would be a "one-shot" weapon due to the time required to recharge, but would be totally devastating if it hits. Something like the Fulcrum is to missiles, this would be just for "guns".
I also think it should only be purchased at those "special" places.;)
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Post by Maarschalk »

Originally posted by MMaggio
How about an energy weapon that charges up as long as you hold the key pressed, then fires off one shot with tremendous destructive power?
It would be a "one-shot" weapon due to the time required to recharge, but would be totally devastating if it hits. Something like the Fulcrum is to missiles, this would be just for "guns".
I also think it should only be purchased at those "special" places.;)
This could be quite problematic! The fulcrum torpedo when detonated destroys anything within a 4000 unit radius. Now how would you use this weapon cooperatively when the Cannon or gun range is about 520 units and that is not even the effective range that is the maximum distance!LOL:P:P:P
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Post by Marvin »

Originally posted by MMaggio:
How about an energy weapon that charges up as long as you hold the key pressed, then fires off one shot with tremendous destructive power?
;) That would be like bolting a jet engine to the rear end of a VW.
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Post by cheops »

I've always wanted a turret gunner too or a couple or barbettes operated by a crewman. Would be very handy for those sneaky missiles that come up behind you when you are declerating.
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Post by MMaggio »

HAH! I see & hear your laughter, but if you ever played a game that had this feature, you would see how valuable it is!
This could be invaluable against capitol ships and enemy swarms when used properly. Two shots of this weapon should be enough to take out a cap ship and one hit on an enemy should be enough to take out any "nearby's". It would be to guns, what Fulcrums are to missiles. Just not as destructive, but still enough to do serious damage.
One tactic would be to press the firing key as you close on a cap ship, letting it fire at close range. Result, one less cap ship.
Anyway, it was only a suggestion...:)
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Post by 49rTbird »

Are the Military Ranks still based on Military missions alone or do other system missions count now? :)
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Post by nschafer »

For those who achieve the highest ranks a couple of things that might be nice.

Free Parking - Due to the fact that a "Legendary" player is utilizing the hanger, they do not charge the player. Presumably they use the fact in advertising to make up the costs.

More Loyal Crew - Again, you are "Legendary" or a Fleet Admirial this should give you an automatic bonus on crew loyalty. In fact, this perhaps should be progressive all the way up the ladder.

I'm sure I'll think of a few other things.

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Post by Vice »

What a great set of ideas Neal, I think those would make fantastic additions. Unless there are any major objections, I think I'll include both of those for the next update. For the loyalty, when they step on board, perhaps their loyalty can simply build a lot faster as they observe you proving your high rank/reputation (maybe something like 5-10 times as fast).
Are the Military Ranks still based on Military missions alone or do other system missions count now?
Edit: Military missions alone tbird.

[Edited on 5-4-2009 by Vice]
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Post by matthewfarmery »

Originally posted by Vice
What a great set of ideas Neal, I think those would make fantastic additions. Unless there are any major objections, I think I'll include both of those for the next update. For the loyalty, when they step on board, perhaps their loyalty can simply build a lot faster as they observe you proving your high rank/reputation (maybe something like 5-10 times as fast).
sounds like awesome ideas to me, gets my vote:)

[Edited on 5-4-2009 by matthewfarmery]
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Post by Maarschalk »

Gets my vote, but you could become a Legend by pacifying every system in Evochron to Good Reputation and you won't have to pay a docking fee ever again!LOL:P:P:P
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Post by nschafer »

Some of the ideas posted here as benefits for achieving rank don't make a lot of sense to me. Specifically those suggesting stronger ships or weapons. The reason I say these don't make sense is that by virtue of the fact that you have made it to Legendary and/or Fleet Admiral it seems obvious to me that you don't need stronger weapons or ships, you have proved your ability to not only survive, but to thrive with the current technology.

Some of the ideas I think would be great, but not necessarily as a benefit of acheiving rank. The idea of a weapon that gets stronger the longer you charge it sonds great, but I think it should be available to anyone who can find and afford it.

Another idea that I think was in this topic was a device that would allow you to travel great distances. This makes more sense to me for this topic because again, by the time you reach the levels we're talking about, you've probably already done most of your exploring and so moving from place to place is less fun and more like commuting to work.

Some people want to be able to command capital ships. While this may be fun and add another dimension to the game, Vice has pointed out that the game structure does not allow for this. So instead of commanding a capital ship how about commanding a larger fleet corresponding to your rank. Perhaps instead of having the military give you command of a capital ship it gives you command of a flight group. I know that doesn't really match up with today's military structures, but let's face it a Fleet Admiral in today's Navy is not going to be piloting a fighter or a carrier, he'll be at a base somewhere commanding the Atlantic fleet.

Just my two cents.

Neal.

P.S. By the way I'm no where's near reaching these levels myself, but adding some perks for doing so gives me something to strive for.
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Post by SVB »

How bout commanding fleet, but in this "Special" way

Maybe have the current mercenary just how they are but -

On military ranks you have the ability to buy more military ships and make your "Crew" pilot it - and having Military rank affect how much you can have - like a Ensign can have 1, while a fleet admiral gets to have 15 ships maximum and 1 capital ship under his command

Instead of piloting the cap - you own it - but you have military crew to pilot them for you

And all you need to do is "Buy" the ships and then recruit MILITARY PILOTS from warzones inside of carriers....

This is not an improvement to the "mercenary" Hiring (where you trade civilians and hire them) because in this case you get some more power - and customization!!!

Makes it fun, too!!!
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Post by TGS »

I have no objections to this but one thing I want to bring up in respect to this after talking with Exim on IRC and such. This game sorely needs a money sink. It needs methods to spend money and utilize money... that is where my idea primarily came from. Something cool that actually demanded ongoing payments. While it would be great and cool I think care should be taken not to make it so that once you reach the max rank you simply don't have to try or do anything lol.
Originally posted by Vice
What a great set of ideas Neal, I think those would make fantastic additions. Unless there are any major objections, I think I'll include both of those for the next update. For the loyalty, when they step on board, perhaps their loyalty can simply build a lot faster as they observe you proving your high rank/reputation (maybe something like 5-10 times as fast).
Are the Military Ranks still based on Military missions alone or do other system missions count now?
Edit: Military missions alone tbird.

[Edited on 5-4-2009 by Vice]
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Post by SVB »

And that fleet thing may be a good money spender, and money earner

Maybe add military salary :O Which you can spend on possible new equipment and military fleet?

Would be nice!


Who agrees that this game needs more equipment, weapons, weapon divercity (long range weapons, short range) and more engines, shields, maybe even different types of shields and engines???

How about have this new thing called an ENERGY GENERATOR? The game lacks those, and maybe update the space of civilian and military ships to fit those in too :)

I think the new ships, equipment, and actual ship parts can be a great way to improve the game! It will be preatty simple to add it in.. well - the Energy Generator part!
The new ships might now be THAT easy

Another way to make the game better is actually improving the nav map - have more charted systems and a zoom out to see the star map when zoomed out far?
Maybe a 3d map and a y coords systems?

:P it would be fun to just throw in 100 more charted systems! Have them be as sub systems - like agate in sierra, except having those connected to other small systems!

All these are suggestions, and I was comments on them. This is better than nothing, even though it has been discussed before!
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Post by Storm »

SVB; Your suggestions (and I'm referring to other threads too) concerning more ships, more weapons, more equipment... a "rescue service" ... there is nothing wrong with making suggestions. Heck, keep them coming. Vice has to balance out dozens of suggestions from people and try to determine what is practical and what is desired by most of the players. He does a good job of that, solicits opinions, asks for opinions on some things. Good examples recently were requests for input on Excalibur limitations, and missile locks (etc) in certain nebulas.

About more systems, though... you know that you can mod the universedata.txt file. I haven't done this yet myself, except for a few passing experiments. This is one feature that I hope will remain in further versions, I've considered expanding the universe file myself.
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Post by SVB »

Yes, there should be more items in the game that are HARD to get
Something you don't just buy!!!
Maybe have somekind of new hard contracts which are like quests... and for doing it you get something unique....

Maybe there should be more than one....

THe Beacon Quest isnt really a "contract" and you basically have no idea to go... even if you know where the beacon is at - you cant possibly land in the EXACT same coordinate - unless you go to forums or guides and cheat.

Or that univerce file...
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Post by Earl »

Originally posted by SVB
And that fleet thing may be a good money spender, and money earner

Maybe add military salary :O Which you can spend on possible new equipment and military fleet?
Just a thought toward the realism/simulation level. As a military commander, you don't fun your outfit, the government does.

But... maintaining that mercenary feel, how about incorporation as a private security firm? Could suck money, gives you a cool status and possible opens up more difficult missions.
Since the military is already opt-in (Ie, you can always float off and do your own thing) this makes more sense I think than a commissioned fleet/squad/battlegroup, as that would require a full-time commitment.