New Frames & Inventory Console Features

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

What is there to understand, it is simple math. If the rounds per minute fired are 442 per 8 miiliseconds you can not simply ignore the 8 millisecond to come up with the effective yield and just multiply 442 with the yield. The Yield is assumed per shot fired per cycle rate! So you have to callculate the yield per shot per cylcle rate!

I have tested different configurations in the weapons lab and if you just multiply the yield times the rate the high rate of fire should be more effective than the low rate of fire guns by your method of calculation but they are not by your method of calculation because of not taking their cycle rate into consideration. Compare a 465/5 at yield 12 per shot to a 412/14 at 15 yield per shot. If your calculations are correct then:

465x12 = 5,580 yield per minute. Clearly not according to your calculations the better choice gun!

412x15 = 6,180 yield per minute. So this should be the better choice/gun right? according to your reasoning!
This is wrong, meaning it is not the better gun!

Now using my calculations:
((465/5) x 1000 x 12)/60 = 18,600 yield per second. So this is clearly 2 x the better choice!

((412/14) x 1000 x 15)/60 = 7,357.143 yield per second

I used both these configurations to test as my reasoning was the same as yours before not taking the Cycle rate in milliseconds in consideration and it did not make sense!
Then I took the millisecond cycle rate in consideration and then it made sense!.....

You could hire me as a consultant for your -xplosives- Corporation and I gladly give advice for the best weapons fabricators out there for a handsome fee!...;):P:cool:



[Edited on 1-22-2013 by Maarschalk]
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Post by KingArthur »

I Beleive the YEILD to be the ACCUMILATED ENERGY DISCHARGED in a SINGLE MINUTE regardless of NUMBER OF DISCHARGES (RPM) and DELAY BETWEEN DISCHARGES (ms).

I believe VICE has FACTORED IN A CUMULTIVE EFFECT FORMULA (Unknown) that Provides the TRUE EFFECT of Each WEAPON.

If I Fire a PELLET GUN at an INCH THICH STEEL PLATE for 100 YEARS I'LL MAKE A HOLE.









[Edited on 1-22-2013 by KingArthur]
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Post by Rubber Chicken »

From post: 156525, Topic: tid=9376, author=KingArthur wrote:
If I Fire a PELLET GUN at an INCH THICH STEEL PLATE for 100 YEARS I'LL MAKE A HOLE.

[Edited on 1-22-2013 by KingArthur]
Sure hope it's not single-shot that would take ALOT of pumping!:P:P:P:P:P:P:P
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Post by Triton83 »

From post: 156523, Topic: tid=9376, author=Maarschalk wrote:What is there to understand, it is simple math. If the rounds per minute fired are 442 per 8 miiliseconds you can not simply ignore the 8 millisecond to come up with the effective yield and just multiply 442 with the yield. The Yield is assumed per shot fired per cycle rate! So you have to callculate the yield per shot per cylcle rate!

I have tested different configurations in the weapons lab and if you just multiply the yield times the rate the high rate of fire should be more effective than the low rate of fire guns by your method of calculation but they are not by your method of calculation because of not taking their cycle rate into consideration. Compare a 465/5 at yield 12 per shot to a 412/14 at 15 yield per shot. If your calculations are correct then:

465x12 = 5,580 yield per minute. Clearly not according to your calculations the better choice gun!

412x15 = 6,180 yield per minute. So this should be the better choice/gun right? according to your reasoning!
This is wrong, meaning it is not the better gun!

Now using my calculations:
((465/5) x 1000 x 12)/60 = 18,600 yield per second. So this is clearly 2 x the better choice!

((412/14) x 1000 x 15)/60 = 7,357.143 yield per second

I used both these configurations to test as my reasoning was the same as yours before not taking the Cycle rate in milliseconds in consideration and it did not make sense!
Then I took the millisecond cycle rate in consideration and then it made sense!.....

You could hire me as a consultant for your -xplosives- Corporation and I gladly give advice for the best weapons fabricators out there for a handsome fee!...;):P:cool:



[Edited on 1-22-2013 by Maarschalk]
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Post by Zaphod »

Not to be a Debbie Downer, but Is this math debate truly productive on this thread?
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Post by Zaphod »

On that note, I think a few folks missed my earlier post about this, so I will throw it out there again.

Reading some other threads, I have come to understand that players can in fact create their own custom missions?

If so, I'm still not familiar with how that is done, but from what I have read, it involved replacing the missions Vice has already written.

I would suggest, in any case, that a player-created mission console be added, wherein players could create their own text-based missions, and write their own dialogue with NPCs, etc, and place their objects and enemies where they need to be.

My hope with this is that the universe could then be far more populated than it is currently, (at least on multiplayer servers) with interesting things to do.

As I stated earlier, if this feature was implemented, I personally would probably do nothing other than write such scripts on a daily basis. :)
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Post by Marvin »

You can create your own quest but you cannot redefine the types of contracts which are currently available. Nor can you place ships in specific locations, like you can in Arvoch Alliance. You can change the dialogue but, when you do, it might end up being overwritten in a later update to the game.
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Post by Rubber Chicken »

Manually switchable Low-Light Visibility mode for asteroid caves, underwater, and the darkside of planets, as opposed to the Auto-switching mode currently implemented.

Ship's 'headlights' being visible to other players, and asteroid caves / other planetary features having targeting/radar blocking capabilities. The target would need to be 'found' for the other player to be able to target them.

How the targeting procedure would work, I haven't quite worked out. Getting too close before being able to target would leave the seeker at too much of a disadvantage and being far and being able to target would be a moot point from how it already is.

Perhaps some sort of line-of-sight system? Terrain features could be hidden behind with niether ship being able to track the other on radar/targetting until they both have a clear view of each other.

Depending on how cunning pilots are, it could make for some great asteroid cave battles! :cool:

Also I'd like to see occasional AI get into the caves and patrol for hostiles. Asteroid caves are a great refuge from hostile AI and should still have that potential, but a hostile AI search party every now and then would be quite exciting. :)
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Post by GearTight »

For later games, particulary free-form sims, I would love to see different cockpits that are dependant on the ship frame which you are currently using.
Also, an extension of the planetary flight feature, like the previously mentioned underwater capability, would be awesome as well.
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Post by hank »

If this has been suggested before, please excuse. This post can serve as my vote for what I'm asking.

I tested this again this morning just to be sure of what I was seeing, but correct me if I'm wrong.

When I hit the NumPad-8, 6, 2, 4 prior to entering combat I don't see any indication the shield I want more power to is actually getting it. I checked the HUD shield indicators and the small graphic in the lower left.

Is there something I'm missing?

I would like to know which shields I want more power to before I start getting pounded. It works after my shields are turning yellow ... then red ... but no indication before.

(i.e., if I want to go into a fur-ball and point my ship at a Red, to blaze away with beam and cannon, I would want my front shield augmented ... then as I fly away I may want my rear shield strengthened)

This would be very helpful IMHO, so I know what direction I can take more hits without losing a shield.

thanks
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Post by Maarschalk »

No, you are not missing anything!....Energy is automattically routed to your shields. When you want to augment shields to a certain area you can do that with the assigned Key commands. I have one of the rotational buttons on my X52 Joystick throtlle assigned to forward and aft shields. Only when your shields are beeing drained by an outside energy source like weapons fire will you see the effect of the shield augmentation! Your forward shields will stay green and all others will turn red because all shield energy is routed to your front shields when I have the rotational button rotated to augment front shields so when I turn around I rotate the button in the other direction and now my rear shield turns green and all others red!....;):cool:

[Edited on 1-27-2013 by Maarschalk]
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Post by KingGladiator »

I would like to see changes made to the weapons that reduce energy...its COMPLETE cheese when someone decides to shoot you with a energy draining cannon that makes you unable to return fire, and you basically are FORCED to run away. unless they rotate for a couple seconds so they arent shooting you. That or make those weapons do ZERO hull and/or shield damage.
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Post by hank »

So, I can not pre-set energy levels to a shield?

I can only divert energy to a shield after I'm getting pummeled. (?)

I supppose that was what I was getting at ... in a wordy and round about way.
Plus I was hoping to get a graphical representation when ... for example, I hit the NumPad-8 key, my forward shield is now augmented. (either use the method now in place ... my forward shield turns stays green and my side and rear shield turns yellow ... then red if I hit the NumPad-8 key a second time; or add some other graphic ... either in the HUD or the lower left control panel)

Then I would know, if my shield power levels have been changed from being evenly distributed. (NumPad-5 - equal to all)

SInce this is the "Things you'd love to see..." topic, that's what I'd love to see.

Thanks much Maarschalk. I truly appreciate all the help.

Have a wonderful Monday if that's possible.
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Post by Maarschalk »

From post: 157148, Topic: tid=9376, author=hank wrote:So, I can not pre-set energy levels to a shield?

I can only divert energy to a shield after I'm getting pummeled. (?)

I supppose that was what I was getting at ... in a wordy and round about way.
Plus I was hoping to get a graphical representation when ... for example, I hit the NumPad-8 key, my forward shield is now augmented. (either use the method now in place ... my forward shield turns stays green and my side and rear shield turns yellow ... then red if I hit the NumPad-8 key a second time; or add some other graphic ... either in the HUD or the lower left control panel)

Then I would know, if my shield power levels have been changed from being evenly distributed. (NumPad-5 - equal to all)

SInce this is the "Things you'd love to see..." topic, that's what I'd love to see.

Thanks much Maarschalk. I truly appreciate all the help.

Have a wonderful Monday if that's possible.
Your shields are Augmented but you do not see it till energy is drained! When you have full Energy all your shileds are protected even if you Augment your shields it will be Augmented but you will not see it till you get fired upon!....;):cool:
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Post by MiaZ »

As far as I know you can not prioritize one part of the shields over another like that.

I know you can prioritize shield energy over weapon energy
but believe you can not augment an already healthy shield.
I could be wrong though.?!

I never know augment did anything other than divert some energy from one part of the shield to another part.
Some part of you shield would have to be less than full for there to be any effect, right?
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Post by SeeJay »

From post: 157152, Topic: tid=9376, author=MiaZ wrote:As far as I know you can not prioritize one part of the shields over another like that.

I know you can prioritize shield energy over weapon energy
but believe you can not augment an already healthy shield.
I could be wrong though.?!

I never know augment did anything other than divert some energy from one part of the shield to another part.
Some part of you shield would have to be less than full for there to be any effect, right?
Correct. You can still augment the energy to one shield, but you will not see that
until the energy is drained by a weapon or something. Then energy is shifted
to that shield.
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Post by MiaZ »

From post: 157153, Topic: tid=9376, author=SeeJay wrote:
Correct. You can still augment the energy to one shield, but you will not see that
until the energy is drained by a weapon or something. Then energy is shifted
to that shield.
So you are saying you can pre select what part of the shield will be augmented when your shields takes damage some time in the future?

I never know that,, might save a little time I guess
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Post by SeeJay »

From post: 157154, Topic: tid=9376, author=MiaZ wrote:
From post: 157153, Topic: tid=9376, author=SeeJay wrote:
Correct. You can still augment the energy to one shield, but you will not see that
until the energy is drained by a weapon or something. Then energy is shifted
to that shield.
So you are saying you can pre select what part of the shield will be augmented when your shields takes damage some time in the future?

I never know that,, might save a little time I guess
Yes, but you need to keep it pressed.
I have one of the top-hats on my throttle for that. Easy to keep pressed when
you are in combat.
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Post by -splosives- »

From post: 157155, Topic: tid=9376, author=SeeJay wrote:
From post: 157154, Topic: tid=9376, author=MiaZ wrote:
From post: 157153, Topic: tid=9376, author=SeeJay wrote:
Correct. You can still augment the energy to one shield, but you will not see that
until the energy is drained by a weapon or something. Then energy is shifted
to that shield.
So you are saying you can pre select what part of the shield will be augmented when your shields takes damage some time in the future?

I never know that,, might save a little time I guess
Yes, but you need to keep it pressed.
I have one of the top-hats on my throttle for that. Easy to keep pressed when
you are in combat.
It's not very efficient to keep it pressed. For every time you augment, a small amount of your total shield energy will be lost.
I suggest tapping it every 1 to 1.5 seconds.
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Post by Marvin »

What Splosives said. Diverting energy costs energy. DaveK can tell you why.
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Post by hank »

... thanks many times for all the good dialog

I recall from my youth a quote from a great leader:

"Chekov, boost power to the forward shields and prepare to fire Photon Torpedoes ... we're going in !!!!!!!" Or something like that.

;)

... or maybe it was Sulu
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Post by Maarschalk »

From post: 157157, Topic: tid=9376, author=-splosives- wrote:
From post: 157155, Topic: tid=9376, author=SeeJay wrote:
From post: 157154, Topic: tid=9376, author=MiaZ wrote:
From post: 157153, Topic: tid=9376, author=SeeJay wrote:
Correct. You can still augment the energy to one shield, but you will not see that
until the energy is drained by a weapon or something. Then energy is shifted
to that shield.
So you are saying you can pre select what part of the shield will be augmented when your shields takes damage some time in the future?

I never know that,, might save a little time I guess
Yes, but you need to keep it pressed.
I have one of the top-hats on my throttle for that. Easy to keep pressed when
you are in combat.
It's not very efficient to keep it pressed. For every time you augment, a small amount of your total shield energy will be lost.
I suggest tapping it every 1 to 1.5 seconds.
With the X52 Saitek you can program any button or rotary to augment the shields at a specific interval or program it as being pressed continuesly or pressed at a timed interval! You can test the programmed settings under the test option in the Programming software!......I did not know that there was an efficient timing interval for shield augmentation!...This is a good tip. I have used the continuesly pressed option progammed to one of my rotaries on the throttle stick!.....;):cool:
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Post by hank »

Another idea

There are two redundant displays for shields, the HUD and the lower left control panel. Keep the shield graphics in the HUD as is, but change the functionality of the lower left shield display to show which shield power is being augmented. (when getting pummelled who looks at that little display ... I know I don't, I keep my eye on the HUD cause I'm usually in panic mode when my shields are going down)

SImple application (i think) ... if my idea of shield augmentation flies.
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Post by hank »

From post: 157011, Topic: tid=9376, author=GearTight wrote:For later games, particulary free-form sims, I would love to see different cockpits that are dependant on the ship frame which you are currently using.
Also, an extension of the planetary flight feature, like the previously mentioned underwater capability, would be awesome as well.
I like his first suggestion about different cockpits for different ships. At lease have a military cockpit layout and a different one for a civie ship.

[Edited on 1-29-2013 by hank]
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Post by Letoras »

It would be nice if you could have the gunners seat filled with an a.i. pilot.:cool:
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