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Jack Dandy
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Another suggestion!
I'd think it'd fit the world better that if you died, the markets/missions won't get "restocked".
Right now they do, and you can simply self-detonate a couple of times in a station to find something you like.
I think it would be more consistent in the world if it was kept the same.
I'd think it'd fit the world better that if you died, the markets/missions won't get "restocked".
Right now they do, and you can simply self-detonate a couple of times in a station to find something you like.
I think it would be more consistent in the world if it was kept the same.
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Mecingo
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The only thing I would like to see is a full out war mission, with tons of Battleships and Smaller vessels on the Alliance and Vonari Side, kind of what you see in the movies at the big final space battle. I would like the war zones to be more intense, I know when on patrol missions you can get more Battleships for each waypoint. But having tons of ships fighting each other in one area, say over a planet or star would be pretty sick!
And I would love to see enemies use Fulcrum Torpedoes.
I love Fulcrum Torpedoes
And I would love to see enemies use Fulcrum Torpedoes.
I love Fulcrum Torpedoes

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Marvin
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Mecingo
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I'm to the point now in credits where I can afford Fulcrum Torpedoes like their Echelon Missiles. Such a mission/contract like a suggested I could afford the fire power. Probably a good place for a mission like this would be the Vonari Solar System itself, or Sol 
[Edited on 6-16-2011 by Mecingo]
[Edited on 6-16-2011 by Mecingo]

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Rush
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Different subject: I really don't like seeing systems full of player stations. Clans usually build lots of stations to maintain control, but in this way the "landscape" is ruined 
What about limiting the number of stations that actually help in maintaining the control of the system? (for example max 5 stations, if you build more, they don't help)
This could help also with the "cleaning a system" problem that SeeJay reported in the "build 1.448" thread
What about limiting the number of stations that actually help in maintaining the control of the system? (for example max 5 stations, if you build more, they don't help)
This could help also with the "cleaning a system" problem that SeeJay reported in the "build 1.448" thread
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Dingo
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I agree with Rush above though somewhat reluctantly. The larger problem as i see it is that since clans build to the station limit in order to maximize control, new and/or unaffiliated players have a very limited selection of places where they can build their own stations. This is something which can in turn cause people to stop playing MP at all. This is a shame because there is a lot of potential in the MP system.
[Edited on 6-16-2011 by Dingo79]
[Edited on 6-16-2011 by Dingo79]
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MMaggio
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As I understand it, non-clan players who build stations do not recieve any financial boon other than the right to dock at thier own station. 
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Vice
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Non-clan players do not receive clan pay for territory control, but non-clan players can still build stations where they want to expand trade regions, improve inventory technology/items, provide a safe docking point, and receive a 25% discount on inventory at stations they build.
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Avenger
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Is not that big a deal, that 101.000 credits every now and then don't compete with having total freedom to run contracts anywhere you want, go and do whatever you want, build wherever you want without causing anything to others.From post: 108612, Topic: tid=7616, author=MMaggio wrote:As I understand it, non-clan players who build stations do not recieve any financial boon other than the right to dock at thier own station.
I prefer being clanless to be honest instead of having to carry a ball and chain around.
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Itharus
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One way you could handle the Jumping out with enemies on you bit is to do it how it was done in X-Wing (any of the series, including vs Tie Fighter)...
...Once you decide to jump your ship takes a few seconds to swivel around to the right heading, and then has several seconds where your engines are charging up where your enemies are basically getting free shots and might destroy you.
The only thing is, right now your Jump Drive is tied into the same power source as your guns, so you already have that limitation. Perhaps the problem factor is that the gun-bank recharges too fast?
Another idea is that maybe activating your jump drive could be a two-stage operation. Press the button once to prime the computer - it starts a 10-45 second cool-down (depending on how good your nav/drives are) and once that's done you get a ready indicator and have to press either the same button again, or a different button to actually activate the jump.
To prevent abuse, you could cap the energy pool at 20% or some such while the drive is priming (count down active, or drive "ready"). That way you can keep firing, but you're going to be out of energy pretty quick. Or even potentially disable cannons outright so that you can only use missiles while the drive is priming/ready.
Just my 2 cents on that idea.
...Once you decide to jump your ship takes a few seconds to swivel around to the right heading, and then has several seconds where your engines are charging up where your enemies are basically getting free shots and might destroy you.
The only thing is, right now your Jump Drive is tied into the same power source as your guns, so you already have that limitation. Perhaps the problem factor is that the gun-bank recharges too fast?
Another idea is that maybe activating your jump drive could be a two-stage operation. Press the button once to prime the computer - it starts a 10-45 second cool-down (depending on how good your nav/drives are) and once that's done you get a ready indicator and have to press either the same button again, or a different button to actually activate the jump.
To prevent abuse, you could cap the energy pool at 20% or some such while the drive is priming (count down active, or drive "ready"). That way you can keep firing, but you're going to be out of energy pretty quick. Or even potentially disable cannons outright so that you can only use missiles while the drive is priming/ready.
Just my 2 cents on that idea.
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Raven0
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Dunno if it could be implemented in the current game, but I'd like to see the choice to play as either Human or Vonari. As it is now, (correct me if I'm wrong) players can rp as Vonari sympathizers, without acces to ships or tech. Think it would be interesting and add a lot to the universe...
Also, it's been brought up before and would almost definitely have to wait for a future title, but I'd like to hop out of the cockpit every once in a while. Go for a walk around the station or planetside and enjoy the scenery, have hidden stuff that can only be reached on foot, maybe even fps combat, etc. While I understand this is a space flight game, and programming something like this would be a nightmare, if EM had a good enough fps mode, I'd have absolutely no use for any other game!
Also, it's been brought up before and would almost definitely have to wait for a future title, but I'd like to hop out of the cockpit every once in a while. Go for a walk around the station or planetside and enjoy the scenery, have hidden stuff that can only be reached on foot, maybe even fps combat, etc. While I understand this is a space flight game, and programming something like this would be a nightmare, if EM had a good enough fps mode, I'd have absolutely no use for any other game!
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Galaxian
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I'll chime in with my .02 credits on something I've though a great deal about:
Would it be possible for non-clan, but 'organized' individuals to run some kind of IFF or 'tag' that would ID ships with the same IFF as friendly and allow use of the 'clan only' comms system for private in-sector chatter?
Also, if possible, to be able to use the IFF system to ID clan ships IFF codes and set the status to green/yellow/red as well, depending on the clan's posture toward the organization.

[Edited on 6-18-2011 by Galaxian]
Would it be possible for non-clan, but 'organized' individuals to run some kind of IFF or 'tag' that would ID ships with the same IFF as friendly and allow use of the 'clan only' comms system for private in-sector chatter?
Also, if possible, to be able to use the IFF system to ID clan ships IFF codes and set the status to green/yellow/red as well, depending on the clan's posture toward the organization.
[Edited on 6-18-2011 by Galaxian]
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LeadCommando65
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Hi,
although this is my first post on the forum, I'm actually not new to it. I think it's now two years since I come now and then to look how far the development of this game with its high potential has come. And I'm lucky to see that is has really evolved. I've played "Renegades" and joined now again with "Mercenaries", cause it made a great jump forward.
As I saw this thread I found myself agree, that there is still something to do, to make this game even greater. So I'll add my opinion of improvements, which could be done. Some have been mentioned before, but I'll write them anyway, and some of these are maybe obsolete, cause they are already in the game (and I have not come so far to see them yet; I'm still in the central systems):
general:
- equipment should be more distributed: certain items should only be available at certain locations (this is already there, but it could be also used to make the planets and systems a more individual)
- ship patrols/patrol routes: the major company/institution of a system should run patrols to protect it; patrol strength/frequency can vary (e. g. dependent on company's wealth/economical status of the system/importance of the system) -> adds more life
- pirates/pirate bases: a faction which would not be bound to a system and has a rather wide spread presence; pirates also could (try to) rob the player, if there are valuable items in the cargo
- forbidden items/smuggling: a use for patrols (they scan your cargo) and a money sink, if you get detected (pay a fee or try to flee) and an additional "playstyle"; maybe also as a contract from pirates
- rifts in the space, where no jumping is possible/no jumping through: actual traderoutes through open space at certain location -> possible ambush sites for pirates (or you
)
- larger asteroid fields/nebulaes: As far as I got now, asteroid fields and nebulaes only extend to one sector. Bigger asteroid fields would be more impressive and give the feel of crossing an actual asteroid belt. As it's now, those asteroid fields seem a little bit lost in space.
- mine fields as territory restrictions from ancient, long forgotten factions
- old war zones/wrecks/wreck fields, where players could gather ancient technology (weapons, equipment, etc.)
- gas bags in nebulaes
equipment:
- larger cargo or even a freighter frame: makes trading more interesting
- possibility to abort fulcrum jumps of other ships: maybe by a rocket/hacking computer/field generator, which jams the drive? -> makes fights more interesting and not so easy to escape from (like its now)
MP (this is only based on "Renegades" and information from the forum):
- group system: non-clan players should be able to organize themselves in groups (-> make contracts together, chat in group, know where members are)
- coordinated jumping: players should be able to form up and jump simultaneously (realized through group system?)
I think these suggestions would increase the atmosphere of the game very much and give it more life (like the new distress calls did). They would still preserve the freedom of doing what you want (and even add more possibilities to choose from).
I'm aware that the last ones from the general section are more eye candy than useful, but also this can add to an atmosphere. And please note, that these are just ideas, how it could be done, but they are not requests, that they should be done as I described them here.
[Edited on 6-18-2011 by LeadCommando65]
[Edited on 6-18-2011 by LeadCommando65]
although this is my first post on the forum, I'm actually not new to it. I think it's now two years since I come now and then to look how far the development of this game with its high potential has come. And I'm lucky to see that is has really evolved. I've played "Renegades" and joined now again with "Mercenaries", cause it made a great jump forward.
As I saw this thread I found myself agree, that there is still something to do, to make this game even greater. So I'll add my opinion of improvements, which could be done. Some have been mentioned before, but I'll write them anyway, and some of these are maybe obsolete, cause they are already in the game (and I have not come so far to see them yet; I'm still in the central systems):
general:
- equipment should be more distributed: certain items should only be available at certain locations (this is already there, but it could be also used to make the planets and systems a more individual)
- ship patrols/patrol routes: the major company/institution of a system should run patrols to protect it; patrol strength/frequency can vary (e. g. dependent on company's wealth/economical status of the system/importance of the system) -> adds more life
- pirates/pirate bases: a faction which would not be bound to a system and has a rather wide spread presence; pirates also could (try to) rob the player, if there are valuable items in the cargo
- forbidden items/smuggling: a use for patrols (they scan your cargo) and a money sink, if you get detected (pay a fee or try to flee) and an additional "playstyle"; maybe also as a contract from pirates
- rifts in the space, where no jumping is possible/no jumping through: actual traderoutes through open space at certain location -> possible ambush sites for pirates (or you
- larger asteroid fields/nebulaes: As far as I got now, asteroid fields and nebulaes only extend to one sector. Bigger asteroid fields would be more impressive and give the feel of crossing an actual asteroid belt. As it's now, those asteroid fields seem a little bit lost in space.
- mine fields as territory restrictions from ancient, long forgotten factions
- old war zones/wrecks/wreck fields, where players could gather ancient technology (weapons, equipment, etc.)
- gas bags in nebulaes
equipment:
- larger cargo or even a freighter frame: makes trading more interesting
- possibility to abort fulcrum jumps of other ships: maybe by a rocket/hacking computer/field generator, which jams the drive? -> makes fights more interesting and not so easy to escape from (like its now)
MP (this is only based on "Renegades" and information from the forum):
- group system: non-clan players should be able to organize themselves in groups (-> make contracts together, chat in group, know where members are)
- coordinated jumping: players should be able to form up and jump simultaneously (realized through group system?)
I think these suggestions would increase the atmosphere of the game very much and give it more life (like the new distress calls did). They would still preserve the freedom of doing what you want (and even add more possibilities to choose from).
I'm aware that the last ones from the general section are more eye candy than useful, but also this can add to an atmosphere. And please note, that these are just ideas, how it could be done, but they are not requests, that they should be done as I described them here.
[Edited on 6-18-2011 by LeadCommando65]
[Edited on 6-18-2011 by LeadCommando65]
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Rush
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New Frames & Inventory Console Features
Very nice as first post 
I surely agree on the improvements of the environment. It would really encourage exploring, and make flying more interesting, and not only a point-to-point travel
Pirate bases with pirate contracts, and (I add) even a pirate storyline are a good idea
I surely agree on the improvements of the environment. It would really encourage exploring, and make flying more interesting, and not only a point-to-point travel
Pirate bases with pirate contracts, and (I add) even a pirate storyline are a good idea
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Jack Dandy
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I really like LC's suggestions.
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SeeJay
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Hi LC and welcome!
I really like your suggestions, and be asure, Vice reads them and will implement stuff
if it's possible/doable/and lots of pilots like it.
Hope to see you in MP.
[Edited on 2011-6-18 by SeeJay]
I really like your suggestions, and be asure, Vice reads them and will implement stuff
if it's possible/doable/and lots of pilots like it.
Hope to see you in MP.
[Edited on 2011-6-18 by SeeJay]
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MMaggio
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Are we all playing the same game? In the game I play, Evochron Mercenaries, most everything he asked for is already presnt!
The only thing missing would be no "smuggling" and I could easily consider some systems as "pirate bases".
Could it be that more hours playing might let a player discover that the game has most or variations of, the above suiggestions?
Does LeadCommando65 know of all the hidden or unexplored regions in the game?
And that there is a universe much larger than just appears on the nav map.
And that some of these systems are VERY specialized?
No offense, sir. I just hope you will find some of your suggestions already in the game, if you play a little more and do some "exploring".
Have fun...
The only thing missing would be no "smuggling" and I could easily consider some systems as "pirate bases".
Could it be that more hours playing might let a player discover that the game has most or variations of, the above suiggestions?
Does LeadCommando65 know of all the hidden or unexplored regions in the game?
And that there is a universe much larger than just appears on the nav map.
And that some of these systems are VERY specialized?
No offense, sir. I just hope you will find some of your suggestions already in the game, if you play a little more and do some "exploring".
Have fun...
\"To kill hubris with humility is a goal rarely achieved by men\"
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LeadCommando65
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Thanks for the warm welcome 
You would consider whole systems as pirate bases, but I was thinking about pirate bases in a regular system occupied by the great factions. There also could be raids by pirates on planets or stations in a system.
Speaking for the first systems a player experiences, the planets and stations all appear very much the same, cause you can buy nearly every item from any station if its available (what seems to be randomized when you dock). I come to this conclusion by comparing the equipment list on this site with the items available. Is the list incomplete?
Also I could not find information about a possibility to have more than 5 cargo slots. Is this possible already? I know money can be generated very easy (more money sinks needed or later ship frames more expensive?), but if I think about trading, I associate it with big amounts of commodities and travels, which can be dangerous and where something can go wrong (you get ambushed by pirates). The least is too easy, as you can just hit the jump button to escape, if you get in trouble. Space rifts and fulcrum drive jams, like I suggested, could make this more interesting and more exciting.
If all of my suggestions are already in the game, I will be happy and will look for them.
[Edited on 6-18-2011 by LeadCommando65]
"He" has already said that some points maybe are in the game and just not discovered by "him". And "he" knows about the hidden places in the universe, but as "he" has already pointed out, "he" has only come around the center systems of the game so far.From post: 108765, Topic: tid=7616, author=MMaggio wrote:Are we all playing the same game? In the game I play, Evochron Mercenaries, most everything he asked for is already presnt!
The only thing missing would be no "smuggling" and I could easily consider some systems as "pirate bases".
Could it be that more hours playing might let a player discover that the game has most or variations of, the above suiggestions?
Does LeadCommando65 know of all the hidden or unexplored regions in the game?
And that there is a universe much larger than just appears on the nav map.
And that some of these systems are VERY specialized?
No offense, sir. I just hope you will find some of your suggestions already in the game, if you play a little more and do some "exploring".
Have fun...
You would consider whole systems as pirate bases, but I was thinking about pirate bases in a regular system occupied by the great factions. There also could be raids by pirates on planets or stations in a system.
Speaking for the first systems a player experiences, the planets and stations all appear very much the same, cause you can buy nearly every item from any station if its available (what seems to be randomized when you dock). I come to this conclusion by comparing the equipment list on this site with the items available. Is the list incomplete?
Also I could not find information about a possibility to have more than 5 cargo slots. Is this possible already? I know money can be generated very easy (more money sinks needed or later ship frames more expensive?), but if I think about trading, I associate it with big amounts of commodities and travels, which can be dangerous and where something can go wrong (you get ambushed by pirates). The least is too easy, as you can just hit the jump button to escape, if you get in trouble. Space rifts and fulcrum drive jams, like I suggested, could make this more interesting and more exciting.
If all of my suggestions are already in the game, I will be happy and will look for them.
[Edited on 6-18-2011 by LeadCommando65]
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Raven0
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Have to agree with leadcommando about the pirates. Any well developed society will have a thriving criminal element. Pirates/raiders would be a nice addition, maybe operating out of hidden bases. (more stuff to find!) Maybe add contraband cargo items with associated contracts? Pirates/smugglers take revenge for failed contracts? Think it would add something to the roleplaying side too. The structure is already there to have cargo/contracts in specific locations so it shouldn't take much to implement...
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MMaggio
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I apologize for using the word, "He". No insult intended.
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Rush
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One "problem" is that all factions appear all very much the same. What's the difference between Alliance and Federation?
The pirates are already there, and are called "rebels", of the "rebel" faction. The "problem" is that the only difference between rebels, guild, energy, miners and navy is the name, and a bit the type of contracts they offer...
Maybe the "problem" of the game is that reality doesn't seem so real, looks bi-dimensional. Adding descriptions, the possibilities to interact with characters of the factions, etc. would add "depth" to the game.
It is a sandbox, but the sand could be deep: more sand, more fun
The pirates are already there, and are called "rebels", of the "rebel" faction. The "problem" is that the only difference between rebels, guild, energy, miners and navy is the name, and a bit the type of contracts they offer...
Maybe the "problem" of the game is that reality doesn't seem so real, looks bi-dimensional. Adding descriptions, the possibilities to interact with characters of the factions, etc. would add "depth" to the game.
It is a sandbox, but the sand could be deep: more sand, more fun
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Marvin
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From post: 108772, Topic: tid=7616, author=Raven0 wrote:Pirates/raiders would be a nice addition, maybe operating out of hidden bases.
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Jack Dandy
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I'll have to stick with LeadCommand and Rush on this one.
At the current situation, you don't even consider enemies as pirates/military/vonari/whatever, you just know they're "Reds" and that you gotta wipe them out. There aren't really pirate bases, either- there's just trade stations in hostile environments. Feels kind of "disconnected" to me. I know you could fill all of the "gaps" in your mind, but I think it's better to pad out some stuff better.
The universe just needs to feel a bit more alive. The new random generated distress signals is definitely a step in the right direction, but there's many steps to go still.
And as for the exploration thing- as it is right now, there really isn't a way to find all those hidden planets/systems. Since it's wide-open space, and there's no clue on the general direction you should be heading, "exploration" mostly ends up in frustration and wasted fuel.
There's a reason so many people don't find the hidden locations.
And no, using pre-made map programs doesn't make it better. And neither does asking people on MP! It's just cheating IMO, and takes the fun out of it.
In any case, I just hope Vice is hearing the players on this and has plans for the SP-side, and not just MP.
[Edited on 6-18-2011 by Jack Dandy]
At the current situation, you don't even consider enemies as pirates/military/vonari/whatever, you just know they're "Reds" and that you gotta wipe them out. There aren't really pirate bases, either- there's just trade stations in hostile environments. Feels kind of "disconnected" to me. I know you could fill all of the "gaps" in your mind, but I think it's better to pad out some stuff better.
The universe just needs to feel a bit more alive. The new random generated distress signals is definitely a step in the right direction, but there's many steps to go still.
And as for the exploration thing- as it is right now, there really isn't a way to find all those hidden planets/systems. Since it's wide-open space, and there's no clue on the general direction you should be heading, "exploration" mostly ends up in frustration and wasted fuel.
There's a reason so many people don't find the hidden locations.
And no, using pre-made map programs doesn't make it better. And neither does asking people on MP! It's just cheating IMO, and takes the fun out of it.
In any case, I just hope Vice is hearing the players on this and has plans for the SP-side, and not just MP.
[Edited on 6-18-2011 by Jack Dandy]
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MMaggio
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I'm all for making "exploration" easier. Some form of hints within the game. Maybe a captured map from a killed red or a container with some vague directions, maybe even a riddle?
Anyway, I agree, some of us are not that good at exploring [me] and it would be nice to find "hints" along the way.
I understand a Navigator helps at finding things, but I don't know if that helps with unknown gates or "lost" planets, etc.
The manual gives good hints on what known systems have something/someplace to explore, but not enough info to actually locate them.
Even Sapphire has a "Hidden station" in a unknown nebula, that very few have ever found.
Or even bothered to look for since they don't know it exists.
Anyway, I agree, some of us are not that good at exploring [me] and it would be nice to find "hints" along the way.
I understand a Navigator helps at finding things, but I don't know if that helps with unknown gates or "lost" planets, etc.
The manual gives good hints on what known systems have something/someplace to explore, but not enough info to actually locate them.
Even Sapphire has a "Hidden station" in a unknown nebula, that very few have ever found.
Or even bothered to look for since they don't know it exists.
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SeeJay
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Like the "hidden" station in Sapphire.
Nice ideas MMagio with captured map from a kill.
I do like the open Unknown space with a hint that there is a lot of stuff to be found,
but no real clue. That's what inspires us to create EvoMetrics, Atollskis Navprog, ContainerFinder ...
...need I go on. A hint system might be nice for those that don't want to explore the unknown,
but for myself, I just need to know it's something out there.
\"Nothing is impossible, it only takes a bit longer!\"
\"We are not retreating, we are advancing in another direction!\"
http://evochron.junholt.se (Old)
http://www.evochron2.junholt.se (New)
http://mercenary.junholt.se (Map)
http://www.junholt.se/evoschool/index.htm (No spoilers)
-8- Bzzzzzzzzz! -8- -8-

\"We are not retreating, we are advancing in another direction!\"
http://evochron.junholt.se (Old)
http://www.evochron2.junholt.se (New)
http://mercenary.junholt.se (Map)
http://www.junholt.se/evoschool/index.htm (No spoilers)
-8- Bzzzzzzzzz! -8- -8-

