Evochron Mercenary - Differences From Previous Games

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

Hi Vice,

I'm looking forward to EM to go back to this great saga and was wondering the following:
Will it be possible to have most of the options available through shortcuts in order to minimize the use of the mouse?

I've got a flight cockpit with lots of buttons available and was hoping to minimize the need for a mouse as much as possible :)

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Post by luckyluca »

I've got a hat on the yoke for mouse operations; granted it's not ultra precise but It can easily click big buttons on the screen whenever required.
As long as the flight controls and new flight features are accessible from keys / buttons I'm a happy man! :)
Originally posted by Eclipse
Originally posted by luckyluca
Hi Vice,

I'm looking forward to EM to go back to this great saga and was wondering the following:
Will it be possible to have most of the options available through shortcuts in order to minimize the use of the mouse?
Most of the controls can be bound to keys and controller buttons, except for the wingman orders, build and deploy operations. Of course you will still need your mouse for navigating the consoles.
I've got a flight cockpit with lots of buttons available and was hoping to minimize the need for a mouse as much as possible :)

Luca
Adding one of these to your cockpit can make easy work out of mouse needs, can be found under 50USD at eBay on occasion..
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Post by Ohsirus »

Originally posted by luckyluca
Hi Vice,

I'm looking forward to EM to go back to this great saga and was wondering the following:
Will it be possible to have most of the options available through shortcuts in order to minimize the use of the mouse?

I've got a flight cockpit with lots of buttons available and was hoping to minimize the need for a mouse as much as possible :)

Luca

Yeah, I was hoping for a key also. Not sure if things have to be placed or not or if deployables can just be thrown ahead.
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Post by Ohsirus »

Originally posted by Eclipse
Originally posted by Ohsirus
Yeah, I was hoping for a key also. Not sure if things have to be placed or not or if deployables can just be thrown ahead.
There are several objects in the deploy and build menus, not really practical to have every object with it's own key/button binding.
The Object wouldn't need a dedicated binding, just the option to dedicate it wherever the pilot sees fit.
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Post by Vice »

And as you can probably tell from the keyboard quick reference image, there's not a lot of room for another 15+ key functions to be assigned on a standard keyboard. It's pretty easy to access the deploy and build options right on the HUD though and various important flight and ship functions are key-accessible (including new options on axis channels like afterburner and energy control).
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Post by Ohsirus »

Originally posted by Vice
And as you can probably tell from the keyboard quick reference image, there's not a lot of room for another 15+ key functions to be assigned on a standard keyboard. It's pretty easy to access the deploy and build options right on the HUD though and various important flight and ship functions are key-accessible (including new options on axis channels like afterburner and energy control).
Well, honestly there are a number of keys that I wouldn't miss. The number keys for speed, Match speed, auto pilot, going to assume the programming is that evey action has to be mapped to a key? If so, are modifiers allowed? cntl-m, etc?

[Edited on 9-2-2010 by Ohsirus]
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Post by Vice »

Modifiers are generally used for alternate functions of the same control input (autopilot with formation for example) and I generally try to avoid too many of those since a lot of players have indicated they want single key inputs (it's also why I added single key input options for targeting controls that previously used only 'modifier' key inputs). Some HUD and console options do need the mouse to access as in the earlier games, most with just one layer of menu selection for easy access. Some things have even been added to optional mouse selection to accommodate player requests for more mouse selection/control options.
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Post by soulsacrifice »

Would it be possible to have a tab-like function for entering co-ordinates. I know tab itself is used as default afterburner but I want to be able to enter co-ordinates without having to actually click on the next field.

If not a button to skip to enter the next co-ordinate field, then would it be posible to enter zeros before to 'fill' the field and then it would automatically skip to entering the the next part of the co-ordinate.

i.e. instead of entering 1000 into the x field, then clicking on the next y to enter 0 you would enter 0001000 and then when you keep typing it will automatically move to the y field. This would make it much quicker and easier to enter co-ords.

-------------------------

Also, would it be at all possible to have two fields for entering pitch and direction manually as you can with co-ordinates?

[Edited on 9-2-2010 by soulsacrifice]
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Post by Blackthorne »

I have a rather...geeky question/request.

Vice mentioned that there will be gas giants. Oh, well, there's this pretty old SF trope from the days of ancient LBB Traveller (if you know what this means, you're almost as geeky as me) that those could be used to refuel.

The ships used fusion reactors, so you just plunged into the upper layers of a nearby gas giant and skimmed off some hydrogen with a fuel scoop. Since a similar mechanism was already implemented for nebulas in Legends, so I was wondering if something similar could be (or already has been) implemented in Mercenary. Would be a better fit than skimming oxygen from their atmospheres.

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Post by Vice »

The ships used fusion reactors, so you just plunged into the upper layers of a nearby gas giant and skimmed off some hydrogen with a fuel scoop. Since a similar mechanism was already implemented for nebulas in Legends, so I was wondering if something similar could be (or already has been) implemented in Mercenary. Would be a better fit than skimming oxygen from their atmospheres.
Feature requests for pending games can sometimes have a way of revealing things :) I don't want to give away too many potential spoilers at this stage (although this is pretty minor, others might not be), many players like to find out stuff like this on their own. For this, lets just say, give it a try :)
Would it be possible to have a tab-like function for entering co-ordinates.
Yup, lets go with the tab option since that would be easiest to use and key control input is disabled anyway while the entry field is open.
Also, would it be at all possible to have a two fields for entering pitch and direction manually as you can with co-ordinates?
Probably not at this point since that would require changing the nav console layout for additional entry fields. You'd really want to control your ship by entering numerical values vs flight controls? Technically, you can already control your ship's heading and pitch visually with the nav console, including the 'Set Loc' button for levelling values.

As for the additional key and button binding options for orders, deployables, and building stations, there are some solid reasons to make sure those are available also. So I will work on including those options in time for the release and with the help of the beta testers, make sure it works correctly.
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Post by soulsacrifice »

Thanks Vice, will be so much quicker to enter coordinates. I will be able to enter the coordinates soley via a touchscreen using the touchbuddy profile I made.

Not vs. flight controls, but in addition to. Obviously for normal pitch/heading I will use joystick but there are a couple of reasons i'd like to be able to enter manually for increased accuracy (e.g. For instance I want to create a 'highway' of stations with each station name giving the precise pitch/heading of the next gateway).

I know you must be a very busy man with the upcoming release so I wouldn't have expected it at release anyway.

Keep up the good work! Can't wait.
Originally posted by ViceYou'd really want to control your ship by entering numerical values vs flight controls? Technically, you can already control your ship's heading and pitch visually with the nav console, including the 'Set Loc' button for levelling values.
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Post by Maarschalk »

Originally posted by luckyluca
I've got a hat on the yoke for mouse operations; granted it's not ultra precise but It can easily click big buttons on the screen whenever required.
As long as the flight controls and new flight features are accessible from keys / buttons I'm a happy man! :)
Originally posted by Eclipse
Originally posted by luckyluca
Hi Vice,

I'm looking forward to EM to go back to this great saga and was wondering the following:
Will it be possible to have most of the options available through shortcuts in order to minimize the use of the mouse?
Most of the controls can be bound to keys and controller buttons, except for the wingman orders, build and deploy operations. Of course you will still need your mouse for navigating the consoles.
I've got a flight cockpit with lots of buttons available and was hoping to minimize the need for a mouse as much as possible :)

Luca
Adding one of these to your cockpit can make easy work out of mouse needs, can be found under 50USD at eBay on occasion..
That is cool, the 3D Mouse...LOL...thanks for the info....;):cool:
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Post by Marvin »

Originally posted by Vice

Yup, lets go with the tab option since that would be easiest to use and key control input is disabled anyway while the entry field is open.
:cool: I was crossing my fingers on that one. Especially since, half the time, I absent-mindedly waste time trying to tab down to the next coordinate window anyway. And, sometimes, every second counts.
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Post by DennyMala »

Pitch and heading fields can be useful when trying to locate a container for instance. Especially the heading indicator is not precise enough to determine an exact course while flying.

That can be solved in another way, instead of having fields to input, you can make the hud display the actual heading and pitch in numbers.;)

[Modificato il 3/9/2010 da DennyMala]
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Post by Marvin »

Originally posted by DennyMala

Especially the heading indicator is not precise enough to determine an exact course while flying.
:cool: The compass is easily modified. Mine is calibrated for ten-degree increments and works really well.
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Post by soulsacrifice »

Accurate enough for you to find something at a precise pitch and heading 600 sectors away? :cool:
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Post by Marvin »

:cool: Try that on a ship ... set course and sail for 600 NM without making a course change.
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Post by Wasp89 »

Originally posted by Marvin
:cool: Try that on a ship ... set course and sail for 600 NM without making a course change.
I've done this in Mercenary. I dumped all my fuel into my afterburners while setting a trajectory which I (hoped) would go right through the landing bay of a station that was about 5 sectors away. After my tank was empty, I drifted at high speed for about 3 sectors, and managed to barely nick the edge bay. I passed just close enough for the tractor beam to capture me, and I refueled and went on my way.

Edit: I didn't use the nav compass or pitch ladder to do this feat. Not to say that it couldn't be done, but it would be considerably more difficult.

[Edited on 9-3-2010 by Wasp89]
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Post by Marvin »

:cool: You can mod both the pitch ladder and the compass to add smaller (one-degree) increments. Then, as long as you can maneuver the ship in one degree increments (best I can do, with my joystick, is about +/- two degrees), you're doing as good as can be expected in most any game.

;) The trick is to know (measure?) the heading and pitch to your intended destination. For that, you probably need the navigation console anyway ... meaning, why not use autopilot to line up (at the very least) your pitch and heading?
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Post by soulsacrifice »

"It's like throwing a dart and hitting a bullseye 3000 miles away" :)

I bet you locked on to the station with your nav point though! As it is now, you wouldn't be able to get to a specific, unknown location hundreds of sectors away, even with the pitch ladder and heading.
Originally posted by Wasp89
Originally posted by Marvin
:cool: Try that on a ship ... set course and sail for 600 NM without making a course change.
I've done this in Mercenary. I dumped all my fuel into my afterburners while setting a trajectory which I (hoped) would go right through the landing bay of a station that was about 5 sectors away. After my tank was empty, I drifted at high speed for about 3 sectors, and managed to barely nick the edge bay. I passed just close enough for the tractor beam to capture me, and I refueled and went on my way.

Edit: I didn't use the nav compass or pitch ladder to do this feat. Not to say that it couldn't be done, but it would be considerably more difficult.

[Edited on 9-3-2010 by Wasp89]
[Edited on 9-3-2010 by soulsacrifice]
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Post by Marvin »

:cool: You could ... except autopilot is connected directly to your jump drive (no "interconnect disable" switch). So, when you engage autopilot, it momentarily computes a heading and pitch directly to your destination. It then adjusts itself to a point within range of your jump drive ... usually, the adjusted point will be slightly off.

You can use the adjusted heading and pitch ... but, as with manually computed navigation data, recomputation at regular intervals is a very, very good idea.
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Post by soulsacrifice »

Unknown location. You don't have a nav lock, you have to use max jump to keep the heading (or fly direct if you've got a few weeks spare time).
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Post by Wasp89 »

Originally posted by Marvin
:cool: You could ... except autopilot is connected directly to your jump drive (no "interconnect disable" switch). So, when you engage autopilot, it momentarily computes a heading and pitch directly to your destination. It then adjusts itself to a point within range of your jump drive ... usually, the adjusted point will be slightly off.

You can use the adjusted heading and pitch ... but, as with manually computed navigation data, recomputation at regular intervals is a very, very good idea.
I actually did use the autopilot function. I kept firing my primary weapons to keep my energy down so that the jump drive didn't engage once the nose of the ship was pointed at the nav point. I did this at a complete stop, and I made sure that my initial Y coordinates were the same as the docking bay on the station. Once I had my ship pointed in the right direction, I disengaged the autopilot and started the journey. :cool:
Originally posted by soulsacrifice
Unknown location. You don't have a nav lock, you have to use max jump to keep the heading (or fly direct if you've got a few weeks spare time).
You could do such a thing very precisely, though not with max jump. All it takes is a little trigonometry and the method I used above. If you have a specific heading and pitch for point A that you need to travel on to get to point B (presumably 20+ sectors away), you can use that information to compute a point along that path that is in the same sector that you are in (i.e. the same sector as point A). Then, start your autopilot and get yourself pointed in the right direction, disengage the autopilot and accelerate to your desired speed, and go run some errands.... or go to bed, and check your progress sometime next week, depending on the distance you're planning on traveling!

Not very practical, I know ^_^

[Edited on 9-3-2010 by Wasp89]
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or the battle to the strong,
nor does food come to the wise,
or wealth to the brilliant
or favor to the learned;
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...For death is the destiny of every man;
the living should take this to heart...
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Post by soulsacrifice »

Originally posted by EclipseMax-jump works by selecting the same X,Y,Z you are at and adjusting the sector for the jump. This will throw you off the original heading/pitch by a bit on each max-jump.
I'm not sure how, could you explain to me a little more because I can't see the problem,
Originally posted by Wasp89You could do such a thing very precisely, though not with max jump. All it takes is a little trigonometry and the method I used above.
I was wondering who was going to bring maths into this. :P

Yes and if you had the distance you could work out the exact coordinates as well but I when I was talking about as it is now I meant using the in-game pitch ladder and compass. But yes you're right, it is possible, but like you say not very practical.
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Post by Marvin »

:cool: Firing weapons to deplete energy is a good idea, Wasp. Thanks. I think you can also temporarily keep the autopilot from jumping by looking behind you (End key) as A/P adjusts the ship's course.