Alliances and Mercs (spoilers?)

Tips, tactics, and general discussion for Evochron Legacy.
Koranis
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Alliances and Mercs (spoilers?)

Post by Koranis »

sorry I'm plastering the forum with new threads... :)

1. I read the manual and while very exhaustive it is lacking some info that Vice surely wanted to leave to us to discover, but I'll ask nonetheless: in this type of games I've always been undecided between the "government side" and the "pirate side". While I admit being a pirate and working on the far end of the colonized systems has its charms I also appreciate the easy access to the central hubs, strictly controlled by the goverments of sort.

The manuals refers to advantages and disadvantages of being on one side or the other. What are these? Access to different technologies?

2. How many ships can I hire? I've always wanted to form a mercenary group, somekind of Mechwarior Mercs stuff, and such... is there a limit to it?

thanks!
Blackthorne
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Alliances and Mercs (spoilers?)

Post by Blackthorne »

Mh, on top of my hat: Working for the Energy Companies, the Navy and the Miners will stabilize a system in the long run (which means less hostiles, up to a point where they disappear completely).
Doing missions for Guilds and Rebels will destabilize a system in the long run (enter Thuban to see how that works out).

Changes only will happen when you fly for one sides rather excessively, so if you want to keep the status quo, just work for both sides.

A little piracy, however, remains firmly possible. Pick your target, scan it (optional), then blow them to kingdom come and tractor in their cargo. No affiliation to any side required, and you can do it pretty much anywhere. (It'll destabilize the system with time, though).

Hired ships require a regular upkeep - just like your crew, they demand payment. I don't know if there is a technical limit on how many wingmen you can have.

-Blackthorne
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If you try it, you will be lonely often, and sometimes frightened. But no price is too high to pay for the privilege of owning yourself.
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Vice
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Alliances and Mercs (spoilers?)

Post by Vice »

1 - Some differences include docking fees, level of hostile ships you'll encounter, trade options (especially ship-to-ship), and pricing.

2 - I'd suggest a good maximum of about 5-8 or so, more than 10 and things often get more cluttered and expensive than they're worth.
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Whytephyre
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Alliances and Mercs (spoilers?)

Post by Whytephyre »

For some reason it wont let me hire more than 15 they refuse to join LoL, but yes it has gotten cluttered & expensive now that you mention it.
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