Capital Ships...

Tips, tactics, and general discussion for Evochron Legacy.
Earl
Lieutenant
Lieutenant
Posts: 124
Joined: Wed Apr 01, 2009 6:06 pm

Capital Ships...

Post by Earl »

Was doing some missions, and had a thought.
The capital ships have point defense to prevent missiles from most angles from hitting them.
Why can't they use them to protect their allies?
I think it would be very cool to have those big ships do more to protect smaller craft. It does play into the supporting role Vice uses them for.
Basically, the capital ship would use it's point defense beams to take down missiles tracking targets nearby, making it necessary to either distract the ship, or pull your target out of it's range to take it out with missiles.
Maarschalk
Captain
Captain
Posts: 7641
Joined: Wed Feb 25, 2009 12:24 am
Location: USA, Also check your six!

Capital Ships...

Post by Maarschalk »

Those beams do occasionaly hit you if you are not carefull! LOL:P:P:P
Arvoch Alliance Stat:


Evochron Legends Stats:


Evochron Mercenary Stats:


Darkness is the absence of Light as Evil is the absence of Good
Spartan992
Lieutenant Jr. Grade
Lieutenant Jr. Grade
Posts: 54
Joined: Wed May 13, 2009 1:07 am
Location: Sunny Greece

Capital Ships...

Post by Spartan992 »

I want to drive one of them...:(
Blitzsturm squadron wingman
Exim
Lieutenant Jr. Grade
Lieutenant Jr. Grade
Posts: 69
Joined: Fri Feb 27, 2009 6:52 am

Capital Ships...

Post by Exim »

I would like to see capital ships firing away guns blazing with many many cannons... and non-homing missiles which explodes at random distances... so it is not easy to get close to a cap ship... leaving very few attacking angles... also above that I think capital ships shouldnt have the ability to attack targets which are at extremely close range to it... from a realism point of view...

The reason I suggests this change now and many time previously is because in a realism point of view... since EL is trying to be a simulator and all so some forms of realism should be added into it...

Capital ships are big ships so naturally armed with big guns... so in that sense... big guns should have very slow tracking ability making them very ineffective at hitting smaller targets at close range... however at long range capital ships would have the advantage of high firepower to deal great damage even to small targets...

Hence for at close range, "flak" type weapons are used... which are not homing... because based on my above point... big ships carries big guns which are aimed at destroying larger ships... (you dont see a battlecruisers/carriers shooting cruise missions at enemy fighters now do you?)

I would also like to see more interactions between the 2 fleet's cap ships... perhaps they can fire big cruise missiles at each other... even if they do little to no damage... atleast it looks like something is actually happening rather than you killing everything...
Intel Core2Quad Q9650 w/ Zalman 9700NT | 4x 2GB Ballistix Tracer PC2-8500 DDR-2
ATI Radeon HD4870x2 2GB | Gigabyte P35-DS3P | Win7 x64/Mac OSX/Kubuntu x64
Barreta
Ensign
Ensign
Posts: 17
Joined: Wed Jul 22, 2009 11:09 pm

Capital Ships...

Post by Barreta »

Originally posted by Spartan992
I want to drive one of them...:(
Same here, and I want physics that make you feel like you are flying a huge capital ship in space. BC3K didn't matter which size ship you manned because they all had the same crap arcade physics.
User avatar
DennyMala
Captain
Captain
Posts: 1256
Joined: Tue Mar 10, 2009 8:22 am
Location: Italy

Capital Ships...

Post by DennyMala »

Not entirely true Bareta (at least not in the later games), but is off topic so I'll stop here.
Best regards

[IM] DennyMala
warsign
Captain
Captain
Posts: 1771
Joined: Thu Apr 24, 2008 10:04 am

Capital Ships...

Post by warsign »

Originally posted by Barreta
Originally posted by Spartan992
I want to drive one of them...:(
Same here, and I want physics that make you feel like you are flying a huge capital ship in space. BC3K didn't matter which size ship you manned because they all had the same crap arcade physics.
But needs auto turrets, lasers and extra crew for this.
tha_rami
Commander
Commander
Posts: 890
Joined: Tue Jan 25, 2005 2:20 pm
Location: Netherlands

Capital Ships...

Post by tha_rami »

I'd rather not fly carriers - I wanted to do so at first, then decided it wouldn't add anything and limit the player in his options.

I do like, though, to see carriers pack a better punch. In the older games, carriers were more of a challenge than they appear to be now and honestly, with the extra processing power it should be able to make a carrier show some fireworks, right?
tha_rami - The best way to predict the future is to invent it.
Vlambeer - Dutch indie game studio
Twitter - Weird news, life updates & game-related news
warsign
Captain
Captain
Posts: 1771
Joined: Thu Apr 24, 2008 10:04 am

Capital Ships...

Post by warsign »

Absolutely true and even better.

[Edited on 7-25-2009 by warsign]
prastagus
Ensign
Ensign
Posts: 8
Joined: Thu Aug 27, 2009 12:59 pm
Location: NJ

Capital Ships...

Post by prastagus »

After playing X3, I can say the capital ships in the game is rather tame, beside the cool looking beam weapon vs other cap ships. I know due to processor limits, it is difficult to make all the caps bristle with weapons and see them all fire at the same time, but a little more teeth like giving them a particle weapon for basic anti-fighter
Accountant
Lieutenant
Lieutenant
Posts: 434
Joined: Wed Dec 24, 2008 2:13 am
Location: Milwaukee, WI

Capital Ships...

Post by Accountant »

Yes, but those particle weapons to me always seemed to be on the front and back ends of the ship. It would be cool to have turrets that could be taken out along the sides of the ship (and maybe a few on the top and bottom, for good measure).

-Accountant
Enforcing GAAP in the outer systems since 2407.

Callsigns: [CPA]Accountant and Dark Helmet
Mods: EL Observation Cockpit | Dragonfly | Swallow | ER/EL Hud Mod | Sphere and Sphere Cockpit
soulsacrifice
Lieutenant
Lieutenant
Posts: 234
Joined: Mon Sep 14, 2009 3:50 pm
Location: Riftspace

Capital Ships...

Post by soulsacrifice »

I've only had the game 4/5 days and i've already amassed hugh amounts of money, at this rate I will have more money than I know what to do with before long.

That's why I think you should be able to buy Capital Ships, though I don't think you should be able to pilot them manually. Instead you could just use the nav map interface to jump and autopilot as well as an interface to manually set the angle and heading direction numerically. This ship could be used as a base of operations and allow your ship as well as any in your fleet to dock and act as a kind of mobile station.

It could also be used to jump from system to system instead of having to use gates (but at the cost of huge amounts of fuel). The running costs of this ship for shields, crew, fuel etc should be massive so it doesn't completely unbalance the game.

Anyway, I think that would be awesome.

BTW, Great game Vice - i'm really enjoying it.
Profile Share Thread (Links RE-fixed)
MMaggio
Captain
Captain
Posts: 1535
Joined: Tue Jul 29, 2003 1:56 pm
Location: Jupiter, Fl

Capital Ships...

Post by MMaggio »

As you progress, you'll soon find that what you have amassed may still not be enough for all that you will encounter.
Four or five days is not long enough to yet know what lies ahead...
\"To kill hubris with humility is a goal rarely achieved by men\"
soulsacrifice
Lieutenant
Lieutenant
Posts: 234
Joined: Mon Sep 14, 2009 3:50 pm
Location: Riftspace

Capital Ships...

Post by soulsacrifice »

True, but I still want my own base. :-D
Profile Share Thread (Links RE-fixed)
49rTbird
Captain
Captain
Posts: 2954
Joined: Sun Oct 28, 2007 10:57 pm
Location: Pinole,Ca,USA,Earth,Orion Spur,Milkyway, Etc.

Capital Ships...

Post by 49rTbird »

Hello soulsacrifice, welcome to the forum and the Sim. :)
Explore! Explore! Explore! \"There is no going back (Yet) so Make Today Count!
BraveHart
Captain
Captain
Posts: 1322
Joined: Tue Mar 18, 2008 5:11 am
Location: USA Washington State

Capital Ships...

Post by BraveHart »

Welcome aboard soulsacrifice
StarWolves Clan
Wing Commander [SW] BraveHart
Image
Hellfire Squadron
Motto:\"When All Hell Breaks Loose!! Unleash the Wolves of War and We will Rain Hell Fire on All of Our Enemies\"

Image
Maarschalk
Captain
Captain
Posts: 7641
Joined: Wed Feb 25, 2009 12:24 am
Location: USA, Also check your six!

Capital Ships...

Post by Maarschalk »

Hi SoulSacrifice, Welcome to the Game and Forum. Hope to see you out there!;)
Arvoch Alliance Stat:


Evochron Legends Stats:


Evochron Mercenary Stats:


Darkness is the absence of Light as Evil is the absence of Good
Manboy no 5
Ensign
Ensign
Posts: 15
Joined: Mon Sep 07, 2009 9:22 am

Capital Ships...

Post by Manboy no 5 »

I'm loving this game but the cap ships are pretty underwhelming. I don't know if it's a shield, grav field or whatever but there's this big volume around them that if you fly into you slow right down and get snagged in. I'd rather be able to skim close, and risk smashing myself on the hull (like an asteroid) than get caught in the field and have a couple of missiles suddenly catch up on me. With these cap ships all I end up doing is sitting back waiting for my excals to reload. Tachyon: The Fringe and Wing Commander 5 had some cool cap ship takedown ideas with weakpoints for certain systems, and WC5's cap ships were actually pretty threatening.