New Frames & Inventory Console Features

Tips, tactics, and general discussion for Evochron Legacy.
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New Frames & Inventory Console Features

Post by Maarschalk »

From post: 151720, Topic: tid=9376, author=Viper wrote:If I could give my fantasy free range, I would really love to see player built defense platforms. I imagine those coming equipped with different sorts of weaponry, from low yield short range particle cannons and flac turrets, to long range high yield guns and CWIS-like air defense systems, as seen here:

Image

Heck it would be even better if you could tune its weapons the same way you can craft your own unique weapon in the weapons lab now.
I'd imagine you could build those like you build trade stations, and you would probably use them to protect a place of interest, like your clan's HQ, or a secret storage facility for black market trade goods.
It would be awesome to be able to deploy a couple of those tucked away in a nebula, somewhere close to one of your stations. Imagine the look on the pilot's eyes who ventures within weapons range of such a platform, seeing hell unleashed upon him.

That would be awesomeness. :cool:

[Edited on 12-14-2012 by Viper]
LOL......would be cool!.....;):P:cool:
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Post by Marvin »

It would be nice to have something that fires directionally like a missile and tags items on your map as it gets near them. The tagged items should probably fade after a certain period of time. It would be very useful for finding those pesky containers that my science officer is always telling me about.
:cool: Knowledgeable Vets have been doing that for a long time ... using the Deploy Constructor to set up a sensor array. Those pesky containers that your science officer is always telling you about? They show up as purple dots when detected by the array. Ships show as green, yellow or red dots ... depending on each ship's threat level.
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Post by oni14128 »

From post: 152172, Topic: tid=9376, author=Marvin wrote:
It would be nice to have something that fires directionally like a missile and tags items on your map as it gets near them. The tagged items should probably fade after a certain period of time. It would be very useful for finding those pesky containers that my science officer is always telling me about.
:cool: Knowledgeable Vets have been doing that for a long time ... using the Deploy Constructor to set up a sensor array. Those pesky containers that your science officer is always telling you about? They show up as purple dots when detected by the array. Ships show as green, yellow or red dots ... depending on each ship's threat level.
It just creates a giant sensor bubble though right? I'm talking about a probe that would fly away from the ship and relay data to the nav map over a long distance. And not just ships and containers but celestial bodies as well.
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Post by Marvin »

:cool: For planetary systems, a drone might work better. Program it to reach a specified set of coordinates then transmit back a 14x14x14 sector grid of what it sees.
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Post by oni14128 »

From post: 152215, Topic: tid=9376, author=Marvin wrote::cool: For planetary systems, a drone might work better. Program it to reach a specified set of coordinates then transmit back a 14x14x14 sector grid of what it sees.
That's exactly what I'm talking about! Yes let's have that.

[Edited on 12-19-2012 by oni14128]
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Post by oni14128 »

The "Mining Laser" post in the mods section made me think of this; would it be possible to have whatever factions are red to you come and attack specifically while you are mining? Just to shake things up a bit, it wouldn't necessarily have to be every time you turn on your laser but maybe if you are spending a long time in a particular sector. That way, if you are planning on mining for a decent period it would be worth while to hop on MP or hire wingmen just to protect you from the reds. LOL you can tell I belonged to a mining corp in EVE. I got so tired of it after only 2 months and cancelled so I can focus on proper space sims.
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Post by Capt_Caveman »

how about gravity field weapons like the unknowns in actarius use.
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Post by Marvin »

From post: 152376, Topic: tid=9376, author=oni14128 wrote:The "Mining Laser" post in the mods section made me think of this; would it be possible to have whatever factions are red to you come and attack specifically while you are mining?
:cool: Have you tried mining asteroids in a star system with a Hostile global reputation?
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Post by Capt_Caveman »

[Image

I was a radar tech in the navy (mk-86 gfcs)
our training school was in the same building as the
Phalanx (CIWS) school.

they had a real one on display in the school hallway with the radome and service panels removed.
It's an awsome piece of machinery to examine and touch up close.

made me late to class many times lol



[Edited on 12-20-2012 by capt_cronic]
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Post by oni14128 »

From post: 152384, Topic: tid=9376, author=capt_cronic wrote:how about gravity field weapons like the unknowns in actarius use.
That's part of the main plot in the fanfic I'm writing, black hole missiles. Still working out the mechanics and science behind that one.
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Post by oni14128 »

From post: 152385, Topic: tid=9376, author=Marvin wrote:
From post: 152376, Topic: tid=9376, author=oni14128 wrote:The "Mining Laser" post in the mods section made me think of this; would it be possible to have whatever factions are red to you come and attack specifically while you are mining?
:cool: Have you tried mining asteroids in a star system with a Hostile global reputation?
As of now I mostly play SP and I'm stuck on the IMG mission that wants we to go to sierra. I'm stuck cuz its way to hostile for me to even be near right now. Saving up so I can buy a station constructor and trade station in that system so i can dock without the fee and get some Navy missions completed to change my rep there.

What I am asking for is so that you'll get targeted even in friendly systems if you spend too much time in one area. Sort of like the rebels are spying on the trade lanes and know you're hauling.
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Post by Marvin »

:o If that happened, then it wouldn't be a friendly system. It's friendly because it's populated by friendly elements ... and unfriendly elements are quickly dispatched by the authorities.
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Post by 49rTbird »

But then again it's hard to please ALL factions so a few reds will find you after awhile.:D
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Post by Marvin »

:cool: In Sapphire, Atlas or Sol ... only if you shoot first.
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Post by sundalo »

From post: 151720, Topic: tid=9376, author=Viper wrote:If I could give my fantasy free range, I would really love to see player built defense platforms. I imagine those coming equipped with different sorts of weaponry, from low yield short range particle cannons and flac turrets, to long range high yield guns and CWIS-like air defense systems, as seen here:

Image

Heck it would be even better if you could tune its weapons the same way you can craft your own unique weapon in the weapons lab now.
I'd imagine you could build those like you build trade stations, and you would probably use them to protect a place of interest, like your clan's HQ, or a secret storage facility for black market trade goods.
It would be awesome to be able to deploy a couple of those tucked away in a nebula, somewhere close to one of your stations. Imagine the look on the pilot's eyes who ventures within weapons range of such a platform, seeing hell unleashed upon him.

That would be awesomeness. :cool:

[Edited on 12-14-2012 by Viper]
I second this, make the attacker work for their station kill instead of having to park themselves with a station detonator and watch it explode. Excellent ideas Viper especially incorporating the weapons lab into the station defenses. :)
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Post by XenonSurf »

Hi,
I have played through EM quite for a time now, and first of making suggestions, I'd like to congratulate all people involved in making this game: It's a varied universe, beautiful to look at, interesting missions and activities and the core activity, combat, is in my opinion an un-equaled challenge compared to other games of this genre. Congrats :cool:

My suggestions:

a) Missions become harder & harder

I will carefully restrain to make stupid suggestions (like walking or driving on planets or other silly things; you can actually fly anywhere, so there's no need to walk, and there's even a mining vehicle which I still have to discover).
It's always good to have some new random-generated well designed missions, but more than the overall quantity of them, I would highly like if they would become harder and harder once you succeed them. So, for example, once succeeding in the race, the next time it would become harder and so on; once you succeed a delivery mission, the next time it will be harder, say further away and things are more difficult to find, the next time some enemy fighters would appear etc. So what I would like is:

Increasing difficult missions.

A difficulty slider in the Option menu would influence at what a pace these missions will increase difficulty.

b) The menus...

It has been told and overtold before, but I agree with it: the menus Navigation (F1) and Inventory (F3) must be completly re-designed in my opinion.
I like very much the top & rear view which is very realistic.
The map should center and zoom where you click which is already the case, but then when zooming out it should maintain this central point. You should both have the possibility to center around your ship and center around a specific point.
I have a hard time using the map in critical situations, for example when doing a distress call mission: You lose a lot of time when searching for the jump point etc. all that because of the complex handling of the map.

As for the Inventory menu, it's ok, but get the "Jettison Cargo" FAR AWAY from the "News screen", I wouldn't mind if you actually throw it in space :P

Overall, there's little to correct in this game, it's stable and enjoyable. It is and will remain my favorite Space Sim for a veeeery long time !

Greets,
XenonS

[Edited on 12-21-2012 by XenonSurf]
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Post by Marvin »

:cool: You can walk on planets. To do so, you need a terrain walker. If you buy one and can't figure out how to use it:

OPERATING A TERRAIN WALKER

1. Terrain Walker - INSTALLED
2. Planetside - HOVER
3. Terrain Walker - ENTER (K)
4. Status - CHECK
  • a. E - Engine Integrity
    b. C - Cannon Integrity
    c. N - Navigational Radar Integrity
    d. J - Jump Thrusters Power
    e. W - Weapon Power
    f . H - Hull Integrity
5. Directional Control - AS REQUIRED
  • a. Forward - STICK FORWARD (W)
    b. Back - STICK AFT (S)
    c. Turn Left - STICK TWIST LEFT (MOUSE)
    d. Turn Right - STICK TWIST RIGHT (MOUSE)
    e. Strafe Left - STICK PUSH LEFT (A)
    f . Strafe Right - STICK PUSH RIGHT (D)
    g. Jump - (SPACE)
6. Cannon - FIRE (LEFT CTRL)
7. Tractor Beam - ENGAGE/DISENGAGE (ALT B)
8. HUD - TOGGLE (H)
9. Terrain Walker - EXIT (K)



As for the Navigation Console ...

http://www.starwraith.com/forum/viewtop ... #pid150452

... keep in mind that, when attempting to respond to a message being transmitted two or more star systems away ... you probably won't get there in time anyway.
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Post by Vice »

Also, the 'Jettison Cargo' button has been moved to the cargo bay list. So he may be using version 1.X of the game and hasn't yet updated to 2.X.
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Post by XenonSurf »

Hi Marvin, hello Vice,
very nice to read you again and thanks very much for the tips. Yes, still playing with the 18xx version, will take a look immediately at the downl section.

There are still a lot of things I have to discover, but the fact that you can walk on planets is actually an amazing surprise to me! And about surprises, EM has never deceived me yet :)
Also, I well understand the huge work that possibly comes when trying to make suggestions concrete. I recently had a chance to directly look at the work involved in a public domain space game project.

Cheers and Happy Christmas!
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Post by twisted »

I find navigating is far harder than it could be.

That is one section that is actively stopping me from getting further in the game.

or even better, opening the ability to mod the game up to users. I'd love to see a more intuitive system (F1) in place that makes navigating and keeping track of your surroundings, destination, and other points of interest much better. just trying to find the 1st waypoint after landing on the planet in hte main quest is proving way too hard.
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Post by Marvin »

What is it that has you confused? It's 3-dimensional space. The only way to simplify it would to make it 2-dimensional space ... either that or only allow the pilot to click on specific locations on (what kind of) a map. Instead, the Evoverse is 3-dimensional (with star sytems located well above and below the galactic horizon) and you can hyper-jump to any location in space.
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Post by XenonSurf »

Waow :cool:
The new version 2xxxx is awesome! Only to mention the new Shader effects and planet rotations, great.
Also the nav menu is WAY better now, thanks for the big zoom.

Great work!
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[Edited on 12-22-2012 by XenonSurf]
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Post by Vice »

Glad you like the changes. The nav map was one of the elements that had a largest scope of changes/improvements. You can even slide it around if you like to pan across a map that way :)
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Post by Marvin »

From post: 152611, Topic: tid=9376, author=Vice wrote:The nav map was one of the elements that had a largest scope of changes/improvements. You can even slide it around if you like to pan across a map that way :)
K. The "Slide Mode" Button. The second way is by dragging the map incrementally. With the map range at 1X, the "Slide Mode" button appears in the bottom-right corner.

Image
Figure 47


Clicking on the button replaces the standard navigation map with the one shown in Figure 48. To slide the map around, hold down the left mouse button then use the cursor to drag the map in whatever direction you want.

Image
Figure 48


When you've found the sector you're looking for, click on the "Select Mode" button. The navigation map will return to its normal display ... but will still be centered on your selected sector.
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Post by sundalo »

Having the pilot list key bindable would be nice especially to the joystick.
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